Paladin
Base Class: Paladin

The Oath of the Vigilant Torrent calls to those who uphold the ideals of protection and service to others. Driven to uphold the values of honor, virtue, and freedom, like that of the ocean, the paladins will protect everyone who they care for from any harm, both in this plane and beyond. They've sworn to uphold the lives of others above their own, to hone their minds, spirits, and bodies to be the ultimate weapons against such threats. The Torrents are known to be superstitious, but clever enough to outsmart enemies like water running over rocks.

TENETS OF THE VIGILANT TORRENT

A paladin who assumes the Oath of the Vigilant Torrent swears to protect others from those who intend them harm.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

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

Oath of the Open Sea Spells
Paladin Level Spells

3rd

create or destroy water, protection from evil and good

5th

calm emotions, misty step

9th

protection from energy, tidal wave

13th

control water, guardian of faith

17th

greater restoration, maelstrom

Channel Divinity

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

Restorative Waters. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Intelligence modifier (minimum of 1).

Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Intelligence modifier.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

At 18th level, the range of this aura increases to 30 ft.

Stormy Waters

At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.

Legendary Defender

 At 20th level, your devotion to others is an inspiration to those you defend. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Your allies have advantage on death saving throws while within 30 ft. of you.
  • If you are within 5 ft. of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
  • You have advantage on Wisdom saving throws, as do your allies within 30 ft. of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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