Paladin
Base Class: Paladin

The Oath of the Undersea binds a paladin to the ideals of the underwater world of the Undersea. These knights of the deep are tasked with preserving the deep's ways, and paladins that swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the sea. They adorn their armor with decorations for the sea - coral, seaweed, and sea stars - to reflect their commitment to preserving light and life under the surface.

 

Tenets of the Undersea

The tenets of the Undersea have always been the same through timeless tradition. The oath emphasizes the principles of honor, ancient law, and protecting the creatures and civilizations of the Undersea.

Protect the Deep's Treasures. Through your actions, honorably protect the people of the Undersea. Aid them, protect them, and show no mercy to the evils that mean them harm.

Represent the Sea. Your honor is paramount. Face foes head on, never compromise your integrity, and be loyal to your promises.

Turn the Tides. No matter the darkness, kindle and protect the light in yourself and others. With hope and strength, you can always turn the tide.

Stay Hydrated. Don't fret, and always be wet.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Undersea Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Undersea Spells
Paladin Level Spells

3rd

create or destroy water, shield of faith

5th

silence, Enhance Ability

9th

tiny hut, tidal wave

13th

control water, resilient sphere

17th

wall of force, maelstrom

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Thalassic Bubble. You can call on the deep magic of the undersea and create a magical bubble to trap your foe. As an action, you encase a creature or object of Large size or smaller within 10 feet inside of a magical bubble of force. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed in a floating bubble for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While inside the bubble, a creature is restrained and physically restricted to the bubble's interior. No physical objects or spell effects can pass through the bubble. A creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The bubble is weightless, just large enough to hold the creature inside, and hovers 3 feet off the ground. Other creatures can move the bubble at half of their speed. A creature restrained in the bubble or one that can touch the creature can use its action to make a strength check and attempt to burst the bubble. On a success, the target is freed.

Prophetic Screwup. You are the supposed hero of prophecy. When you roll for an attack, you can use your channel divinity to automatically hit a creature with the attack. Alternatively, on a skill check or saving throw, you can choose to automatically succeed as if you had rolled a 20. You can apply this bonus after you roll, but before you know the result. Any time before you regain the use of this channel divinity, the DM can have you automatically fail an attack roll, skill check, or saving throw as if you had rolled a 1.

Aura of Preservation

Starting at 7th level, you have learned how to keep yourself and your allies protected with watery bubbles of force. You and creatures within 10 feet of you have resistance to bludgeoning damage. In addition, when a creature within this aura is damaged by a melee attack and the attacking creature is Large size of smaller, you can use your reaction to force the attacking creature to make a Strength saving throw. On a failed save, the attacker is pushed away a number of feet equal to the damage dealt by the attack, rounded to the nearest multiple of 5.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

 

 

Blessing of the Deep

Starting at 15th level, you receive a magical boon from the Undersea. Your AC increases by 1, you have a swimming speed equal to your walking speed, can breathe underwater, and can cast speak with animals at will on animals with an innate swimming speed. You can choose to give up these benefits, and gift them to a creature of your choice as an action by touching them. The effect lasts for 8 hours or until you recover them by touching that creature again as an action.

Champion of the Undersea

At 20th level, you learn to channel the full power of the Undersea to briefly withstand any pressure. As an action, you embrace the strength of the ocean, gaining the following benefits for 1 minute:

  • You have advantage on all attack rolls against creatures without an innate swimming speed.
  • Your allies gain +2 to their AC while within 30 feet of you
  • Whenever a creature hits you with a ranged attack, some of the effect bounces back, and you both take half of the attack's damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2021 5:34:34 AM
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