If you crave nothing more than a ship deck beneath your feet and sails flapping above your head, then the Oath of the Open Sea paladin might be for you. Made by Critical Role's Matt Mercer, this homebrew paladin subclass focuses on freedom, exploration, adaptability, and a trust in the wisdom of the waves. Although the subclass excels in seafaring campaigns, it is just as at home on dry land, bringing the fury of the ocean inland.
- Oath of the Open Sea paladin features
- Pros
- Cons
- Building an Oath of the Open Sea paladin
- Sample build
Subclass update
The Oath of the Open Sea subclass saw an update in February 2022. The subclass now offers two new oath spells, freedom of the waves and freedom of the winds. You'll also find text has been updated for clarify. If you have an older character that uses this subclass, double-check its build as things may have changed.
Oath of the Open Sea paladin features
At its core, the Oath of the Open Sea is a mobility-focused paladin subclass, enabling themselves and their allies to move freely around the battlefield while slowing and stymying their foes. Its oath spells include appropriately nautical-themed spells, as well as ones that augment movement, while its Channel Divinity features obscure and protect allies and drive back enemies. If you want to be a paladin that controls the battlefield like the moon controls the tides, then the Oath of the Open Sea is the way to go.
- Oath Spells (3rd level): The Oath of the Open Sea’s spell list covers three themes: mobility, the power of water, and the wisdom of nature. Spells such as expeditious retreat and misty step help you maneuver around the battlefield more easily, while options like augury and commune with nature allow a paladin to gather insights and information. Finally, there are devastating offensive spells, including call lightning and two new Critical Role spells, freedom of the waves and freedom of the winds.
- Channel Divinity (3rd level): The Oath of the Open Sea gains two channel divinity options, Marine Layer and Fury of the Tides. Marine Layer heavily obscures the area around you, though you and creatures within 5 feet of you only treat the area as lightly obscured. Fury of the Tides augments the strength of your attacks and allows you to push back enemies, potentially inflicting damage if the creature is pushed into an obstacle.
- Aura of Liberation (7th level): This subclass feature makes you and your allies immune to being grappled or restrained. It also removes the movement and attack penalties for being underwater.
- Stormy Waters (15th level): In keeping with the oath's theme of movement and positioning, Stormy Waters allows you to punish enemies for either entering or leaving your reach.
- Mythic Swashbuckler (20th level): The capstone feature of the Oath of the Open Sea allows you to become the embodiment of heroic sea captains for 1 minute. You gain a climbing speed, advantage on Athletics checks made using Strength, advantage on attack rolls when fighting one-on-one, and advantage on Dexterity checks and saving throws against effects you can see.
Pros
One of the greatest strengths of the Oath of the Open Sea is how well it functions as a mobility-based paladin. You’ll be able to move around the battlefield with ease, on top of slowing down enemies. Wreath your party in your Marine Layer and they’ll be harder to hit and protected from any effect that requires enemies to see them—but not hindered to the same degree.
The second big plus to the subclass is the unique thematic direction it takes the paladin class in. Sharing thematic beats with the Oath of the Ancients paladin, this subclass has a strong identity. If you want to play a freedom-focused paladin and focus more on the chaotic side of the class rather than the typical lawful stereotype, Oath of the Open Sea is an excellent choice. You can embrace the likes of Jack Sparrow and Han Solo, chaotic good leaders and captains who value freedom above all else.
Cons
A seafaring-based subclass for any class is going to be niche and may feel out of place in some campaigns. Despite its mechanical strengths, the Swashbuckler rogue is an example of this. It should be noted that this is by design for the Oath of the Open Sea subclass; it was crafted for a specific player and their character's backstory. As such, discuss with your Dungeon Master if this subclass would be a good fit in their campaign.
The second, less obvious weakness of the subclass is the focus it places on mobility. That theme can clash with the core paladin identity and some of its mechanics. The paladin is often seen as a tank-style class, able to stand as a bulwark between the party and their enemies. Constantly moving around the battlefield can be at odds with this, meaning you have two conflicting stratagems: the agile striker and the stoic defender. If you’re not trying to fill the role of party tank, and are free to dash around the melee, the Oath of the Open Sea works excellently. Just know that the moment you start standing still and taking your lumps, you’re passing up some of the subclass' core strengths.
Building an Oath of the Open Sea paladin
Ability scores
Choose Charisma as your primary ability score. This feeds into the number of spells you can prepare per day, your saving throw DCs, and various other class abilities. Although Dexterity might seem like a natural choice for such a mobility-focused subclass, I’m going to recommend the stalwart paladin choice of Strength as your secondary ability score. Make Constitution your third-best score and then set your remaining ability scores as you see fit.
Races
Assuming the use of the origin customization rules from Tasha’s Cauldron of Everything, these suggestions are going to focus on synergizing with the Oath of the Open Sea's strengths, as well as its narrative themes. As such, races with bonuses to speed or underwater-based traits are obvious choices.
- Triton: As sea-dwelling folk, tritons are a natural choice for a seafaring subclass. Their racial spells will augment your already solid spell list, and their Emissary of the Sea and Guardians of the Depths traits mean that you don’t have to worry about being swept overboard in uncharted waters.
- Tabaxi: You may be asking why on earth I'd recommend a cat-like race for a water-based subclass—cats hate water! That may be true, but if tabaxi do one thing better than any other race, it’s go fast! Their Feline Agility trait allows an Oath of the Open Sea paladin to move around the deck in the blink of an eye.
- Sea elf: Another water-dwelling race, the sea-elf is much like the triton and a strong thematic match for the Oath of the Open Sea.
- Swiftstride shifter: Swiftstride shifters are the fastest of the shifter subraces and fill a similar niche to tabaxi. Also, their ability to move as a reaction can work well as an Oath of the Open Sea; you may want to reposition when an enemy approaches rather than attack.
A note on unarmed smites
It's important to note that while you can’t smite using unarmed strikes per the rules, some races such as the tabaxi have natural weapons which they can use in place of an unarmed strike. As these are classed as weapons, you can smite with them.
It’s also been noted by the designers that paladins needing to smite with a weapon is a purely thematic decision, and allowing unarmed smites shouldn’t break the game. So, if you want your enemies to be smote with your fists, speak to your DM about it.
Feats
Focus on movement-based feats. Mobile is an obvious choice as the subclass leverages its movement well and we want feats to complement that. A secondary consideration is Marine Layer, as this ability opens up some interesting options in regards to visibility.
- Athlete: This feat boosts your agility significantly, as well as providing a +1 to your Strength or Dexterity. In narrow spaces such as a ship's mast and rigging, don’t underestimate the reduced distance needed to make a full long jump.
- Charger: As an Oath of the Open Sea paladin, you’re likely to be rushing to and from enemies, so being able to Dash and then attack makes Charger very useful. Combine that with the ability to shove an enemy you’ve charged and this feat boosts the subclass' already significant ability to control the fight.
- Mobile: This is an obvious feat choice. You get a speed boost, ignore difficult terrain when dashing, and get what is effectively a free Disengage if you make an attack. A good feat in many situations, it meshes well with Oath of the Open Sea.
Spells
Paladins don’t get spellcasting until 2nd level, so you don’t have to worry about spells right away. But it does help to plan ahead. Paladins prepare their spells daily from their full list of spells, so you always have options, for which you may want to consider the following:
- Compelled duel: This spell allows you to better control combat by forcing enemies to target you rather than your allies. Use the subclass' mobility to keep moving and they may never get the chance to strike.
- Thunderous smite: This thematically appropriate smite spell lets you bring down the wrath of the storms on your enemies.
- Revivify: Having a resurrection spell in your back pocket is almost always a good idea.
- Crusader's mantle and aura of vitality: When you activate your Marine Layer Channel Divinity, your allies are likely to pull in close. Cast one of these auras for more value.
Oath of the Open Sea paladin sample build
For my build of an Oath of the Open Sea paladin, I chose the tabaxi race and paired their fast movement with the Mobile feat. Focusing on their Charisma first and then their Strength, I’ve chosen the Dueling fighting style for extra damage with their scimitar while keeping a shield equipped for the extra AC.
What course will you chart with the Oath of the Open Sea?
The Oath of the Open Sea departs from a lot of paladin conventions, not only in terms of its theme but also its mechanics. If you’re setting sail on a seafaring adventure—or just one where the wettest you'll get is the odd puddle—the Oath of the Open Sea can prove to be a fun departure from your typical paladin.
To swear your oath to surf and sea, chart a course to the D&D Beyond character builder. Once moored up there, enable "Critical Role Content" on the "Home" tab, then make a 3rd-level paladin. From there, you’ll be able to select Oath of the Open Sea as your paladin subclass. May the wind be at your back, your cutlass sharp, and your compass as true as your oath!
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including partner Steph and his daughter Willow (well, one day). They live with their two cats Asker and Khatleesi in the south of England.
sure
I'm a fan of this sub-class; while I think there are probably stronger or at least easier to fully utilise Paladin sub-classes, this one has a lot of fun, thematic abilities that can be used well by a cunning player. We saw in the Critical Role show itself how the Marine Layer can backfire, but when used at the right moment it can be incredibly powerful, while Fury of the Tide can be great for control if an ally can put down a trap area spell (like Spike Growth, though it can also be made to work with Spirit Guardians and similar with careful timing).
In fact, Fury of the Tide could work well if combined with a bludgeoning build (warhammer or maul rather than some flavour of sword) plus the Crusher feat for even more pushing of enemies, as this enables you to effectively Disengage from a target (or help an ally do the same) which further emphasises the mobility aspect of this class. Crusher + Fury of the Tide is then a 15 foot push from a single hit, much easier to knock an enemy into the sea, off a cliff etc.
Just an overall solid sub-class; fun, thematic, and an interesting twist on your classic Paladin who just wades into every fight and stays there, as it's nice to see a sub-class that heavily favours a more nimble and strategic medium or even light armoured build.
I like it. If I was in a sea-based campaign, I would play this.
Perfect for a DEX-based paladin build. This may not be the greatest paladin class in terms of optimization (Oath of Vengeance still comes out on top), but it's really fun. I'm wondering how this one will do in a "witch-knight" build. All "witch-knights" gain warlock spell slots that can be used for smiting, plus booming blade and a pair of invocations. I guess all paladins benefit from Hex Warrior, as you can your Charisma mod for everything, and not be as MAD as full paladins would be.
Flavor-wise, this combines well with Storm Sorcerer and Fathomless Warlock. Unfortunately, you won't be able to smite with Tentacles of the Deep, since its a spell attack (divine smite must be used with weapon attacks). Storm Sorcerer doubles down on the mobility of this subclass, and adds a good way to cast stormy spells in melee. Actually, now that I think about it, its not a bad combo mechanically. All sorceladans gain the ability to smite on full spellcasting progression, giving you more spell slots. And your mobility could make you a little less MAD, as your Constitution won't need to be as high as most paladins. You can just focus on Strength (or Dexterity), and Charisma, then jump in and out of combat with the Mobile feat. Since you can heavily obscure yourself, you wouldn't need as much hit points, because you would be more focused on avoiding damage. Still, being heavily obscured won't protect you against AOE spells like fireball. Paladin's are tricky, because they are so MAD. This leaves little room for feats, even though paladins benefit greatly from them. Some people believe Divine Smite replaces Great Weapon Master, but no, that's not the case. Your spell slot pool is limited, so you don't want to smite every turn. GWM solves that problem, allowing you to consistently deal good damage without smiting. It's extremely powerful if you have a feature to compensate, like Guided Strike, or Vow of Enmity.
nice. I am about level 3 in ghosts of saltmarsh, and im gonna play this
This, out of all things CR, made me double facepalm. This does not, in any form or shape, resemble a Paladin. It just doesn't. I know that I'm being a purist or a grognard, but this just rubs me all the wrong ways.
I would personally disagree. To me at least, being a paladin is about swearing an oath to a higher goal or principle, and then keeping to the tents of that oath. This oath brings you power.
Oath of the Open Sea follows this principle; your Oath is to preserving the freedoms as represented by the open oceans, it's a chaotic good oath. Also, it shares a lot thematically with Oath of the Ancients, another nature orientated oath.
However, it is a niche version of the paladin concept, which is understandable considering its providence (Critical Role campaign 2 spoilers ahead)
Consider Fjord Stone was a former sailor who had thrown his lot in with the warlock patron Uk'otoa, but then found salvation in the Wildmother and became her patron, it's a natural fit that Matt would make him a nautically themed paladin oath. None of the other oaths really fit, seeing as Fjord swore to the Wildmother that he would protect her oceans from the likes of Uk'otoa, and strive to keep them free to those that use them. Very paladin, but doesn't line up with what exists beyond Ancients.
It just doesn't click for me. It's a corsair. There is nothing noble or just, it's a thrill seeker. It shows that it was written for one person who wanted this and nothing else. That alone makes me cringe.
D&D is littered with sub-classes that blur the lines between the classes, why is it a problem for this one to do the same? We have Arcane Tricksters to make Rogue/Wizards without multiclassing, Eldritch Knight for Frighter/Wizard, Gloom Stalkers for Rogue/Rangers and so-on. The best sub-classes shake up what it means to be the core class, because at the end of the day it's about helping players to build the characters they want to play as, which is what all of Matt's sub-classes do.
Besides, neither nobility nor justice are requirements of a Paladin; the only requirements are an oath and some source of power (be it divine or otherwise). The tenets of the Open Sea are freedom, nature, flexibility and exploration. This is compatible with so many deities in D&D such as Aerdrie Faenya.
I'd disagree it's a corsair, as the subclass has very little to do with piracy in the classical sense. It's a class dedicated to preserving the freedom of the oceans; travel, trade, and exploration. In my opinion, it touches on some of the themes of other paladin subclasses; the nature focus of Ancients, the venturing out aspect of Conquest (albeit without actually conquering), the noble cause of devotion, the flamboyant nature of glory. While it's not a typical paladin oath, I wouldn't agree it's not a paladin oath at all.
And as for the fact it was made bespoke for a player being "cringe", I'm sorry you feel that way. I personally think that DMs creating bespoke content for their players is a tried and true tradition of D&D. I've done the same for my players, they like that it makes them feel connected to the world.
I'm not gonna lie- This doesn't resemble the normal, tank-y, smiting paladin at all, really. That's good, though! Everything needs some deviation, something that's new and exciting, and this subclass is no exception. I really like the idea of a Dex-based paladin who focuses on controlling the battlefield.
The only thing I might change, if I had the opportunity, is something most ocean-related things talk about- Ships.
I'd like to see some sort of ability that lets an Oath of the Sea paladin either navigate better in the sea, or something along those lines. It just fits, y'know?
That's just me nitpicking, though. This is a great deviation from the normal, tanky, 'I'm so righteous and will smite you with the power of the gods' paladin!
Is that not already covered by taking one of the Pirate or Sailor backgrounds (or customising one of these)?
At the top in the first gray box, it says “for clarify”. It should be “for clarity”. With a “t” not an “f”
I have a question. With the Marine layer I could hide my group with a fog, but if they were almost all human they would also be at a clear disadvantage. Does the fog affect the visibility of the group as well, or only the enemies?
It affects both allies and enemies, but creatures within 5 feet of you treat it as only lightly obscured, so they can see out of it to attack, but have disadvantage on perception checks relying on sight. Race doesn't matter for this as fog isn't darkness, so darkvision has no impact upon it.
Hi there, I believe "Lightly Obscured" only gives you disadvantage on perception checks (based on sight), not on attack rolls. Dim Light is considered Lightly Obscured. A "Heavily Obscured" area gives anyone looking into that area the effects of the Blinded condition, so perception checks (based on sight) fail, and attack rolls are at disadvantage. Total Darkness is considered Heavily Obscured.
For further clarification, creatures with Darkvision can see in Dim Light as if it were Light (no disadvantages at all), and in Darkness as if it were Dim Light (Only disadvantage on perception checks based on sight). For Obscured areas that are based on matter, such as solid objects, coloured liquids, or opaque gas/vapour, Darkvision would have no effect.
Sorry, that's what I meant; site ate my post the first time and I didn't double-check it when I reposted, d'oh! I've corrected my last post.
Tabaxi: You may be asking why on earth I'd recommend a cat-like race for a water-based subclass—cats hate water!
Wrong, consider Tigers!
I request that you change the tag line of the articles in this series. I understand that you are trying to build off of the good will created by other (class) 101 articles on Beyond. But this is the third article that has featured very specific subclass advice. It's not generally applicable. It doesn't help new players learn basics. Therefore it's not 101. At best this is like Paladin 220, Monk 160, Fighter 301.
The 101 series is an introduction to each subclass within the main class. So all the paladin subclass articles will be Paladin 101, all the monk subclass articles are Monk 101. This is because you can't build a character without (eventually) picking a subclass so it's considered a basic part of learning the class.
There's also the fact that outside of the North American education system, only really '101' (meaning introductory) is clearly understood. Those other appellations aren't really as clear.
Plus it's meant to be a catchy rather than precise title.