Paladin
Base Class: Paladin

The Oath of the Ancient Mariner is made by those whom venture out into treacherous waters and narrowly escape death. Shipwrecked in a violent storm, nearly drown by monstrous sea creatures, stranded on an uncharted island, or otherwise left for dead, these folk acknowledge that their fortune is at the whim of the Sea.

TENETS OF THE ANCIENT MARINER

The tenants of the Ancient Mariner give guidance to a once wayward seafarer.

Beware its Power. The Sea can topple cliffs and swallow ships. A well-trained crew, a hardy ship, and the right preparation will provide the best chances for a successful voyage. The Ancient Mariner does not trifle with the Sea.

Respect its Legend. Superstition and myth are what separate living sailors from drown men. Burn offerings, pray to the Gods whom claim power over the Sea, and beseech the spirits of lost ships for guidance. The Ancient Mariner does not balk at rituals that keep the wind in their sails.

Embrace its Magic. The magic of the Sea is mysterious and chaotic, and touches all whom traverse its waters. Sorcery over wind, wave, and sky - the Ancient Mariner does not fear this power, they embrace it.

 

Channel Divinity

3rd-level Oath of the Ancient Mariner feature

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

Mariner's Petition. You may cast augury without expending a spell slot, using your Channel Divinity.

At 9th level, you may cast commune with nature without expending a spell slot, using your Channel Divinity. If you cast this spell while out in open water, it gives you knowledge of surrounding maritime area within 50 miles of you, and you gain knowledge of the weather in the area freely; if cast while in an underwater environment, the radius is limited to 1000 feet.  

Dead Man's Tale. You may use your Channel Divinity to channel the spirit of a departed sailor and recount their brush with death over the course of 1 minute. Choose a number of friendly creatures up to your Charisma modifier who listened to the entire tale, which can include yourself. The first time any of those creatures drop to 0 hit points, they instead drop to 1 hit point, as the dead man's spirit helps them cling to life. This effect lasts for 8 hours or until you complete a short or long rest, and it ends on all the chosen creatures after it is triggered once on any creature.

 

Oath Spells

3rd-level Oath of the Ancient Mariner feature

You gain oath spells at the paladin levels listed.

Oath of the Ancient Mariner Spells
Paladin Level Spells

3rd

absorb elements, thunderwave

5th

augury, warding wind

9th

tidal wave, water walk

13th

control water, summon elemental (air or water only)

17th

control winds, maelstrom

Captains' Orders

7th-level Oath of the Ancient Mariner feature

Whether through encouragement or coercion, you drive those around you to achieve greater success. When an ally within 10 ft of you makes an attack roll that misses or an ability check that fails, you may use your reaction to allow them to reroll the attack or ability check, potentially turning the roll from failure to success. This reaction can be used until your allies' rerolls are successful a number of times equal to your proficiency bonus. All expended uses are recovered when you finish a long rest.

At 18th level, the range of this ability increases to 30 feet.

Captain's Pride

15th-level Oath of the Ancient Mariner feature

When you use your Captains' Orders reaction and the rerolled an attack roll or ability check succeeds, you gain temporary hit points equal to 1d8 + your Charisma modifier and advantage on the next attack roll or ability check you make.

Avatar of the Sea

20th-level Oath of the Ancient Mariner feature

At 20th level, as an action, you can surrender yourself over to the magic and power of the Sea. You gain the following benefits:

  • You are surrounded by a swirling torrent of water that propels you forward at will, increasing your speed by 15 ft and giving you a swim speed equal to your walking speed.
  • You may cast tidal wave as a bonus action without expending a spell slot.
  • You may cast tsunami once without expending a spell slot.

These benefits last for 1 minute or until you cast tsunami, and when they end you gain one level of exhaustion. Once you use this feature, you can’t use it again until you finish a long rest.

 

Comments

Posts Quoted:
Reply
Clear All Quotes