Base Class: Paladin
Tenets of the Vengeful Sea
The tenets of the Oath of the Vengeful Sea revolve around punishing wrongdoers harnessing the power of the ocean. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Crash Upon Your Foes. The wretched, the twisted, and the unholy must be crushed under the waves of your might
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Breath of the Deep. You can use your Channel Divinity to attune you and your allies to the depths of the sea. As an action, you can grant up to ten willing creatures with the ability to breathe underwater. Creatures affected by this ability also retain their normal modes of respiration. Additionally, selected creatures gain a swim speed equal to their walking speed. The benefits granted by this ability last for 24 hours.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeful Sea Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Relentless Avenger
By 7th level, your supernatural focus helps you stop a foe’s retreat. When you hit a creature with an opportunity attack, you can pull the creature back using a summoned tentacle. The creature must succeed on a Strength saving throw against your spell save DC.
- On a failed save, the creature's retreat is halted and remains in the space before movement. The creature also takes 3d6 bludgeoning damage.
- On a successful save, the creature is able to retreat but take half 3d6 bludgeoning damage.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient kraken of the ocean with four tentacles appearing from your back.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- You can use your bonus action to grapple a creature within 15 feet of you. The creature must succeed on a strength saving throw for be grappled. Upon a failed save the creature takes 6d10 bludgeoning damage and half with a success. You can have a total of 4 grappled creatures.
- A grappled creature must succeed on a strength saving throw or remained grappled and take 5d6 acid damage.
- Enemy creatures have disadvantage to hit you with both melee and ranged attacks if you have a tentacle free.
- You gain a swim speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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