Paladin
Base Class: Paladin

Paladins who take the Oath of the Navigator are paragons on the seas. They take it upon themselves to see ships safely across the waves; whether that ship is bringing people to a distant port, scouring the oceans to discover hidden lands, or even simply transporting supplies. Often they become leaders on their ships, many captaining their own.

Tenets of the Navigator

The tenets of the Oath of the Navigator cover the ideals they represent both on and off of the ship.

Guide. Lead those under your command to the destination.

Protect. Keep those under your protection safe.

Discover. Be on the lookout for new lands and findings.

Overcome. Take on the challenges of man and nature and persevere.

Oath Spells

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

Oath of the Navigator Spells

Paladin Level Spells
3rd create or destroy water, thunderwave
5th gust of wind, shatter
9th sleet storm, water breathing
13th control water, resilient sphere
17th commune with nature, cone of cold

Channel Divinity

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

Crashing Blows. As a bonus action, you can use your Channel Divinity to imbue your strikes with the power of the waves for 1 minute. For the duration when you hit with a melee attack roll, you can also force the creature to make a Strength saving throw or be knocked prone. 

Turn the Tides. You can use your Channel Divinity to give pause to creatures of the depths. As an action, you present your holy symbol and each creature  of your choice with a swim speed within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Aura of the Undertow

Starting at 7th level, the power of the sea swirls around the paladin. Whenever a chosen creature within 10 feet of the paladin attempts to get up from prone they must succeed on a Strength saving throw. On a failed save they remain prone and cannot attempt another save until their next turn.

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

Eye of the Storm

At 15th level, the you act as a beacon of calm among the surging storm around you. You and any creatures of your choice within 10 feet of you gain resistance to cold, thunder, and lightning damage. 

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

Master of the Maelstrom

At 20th level, the paladin can, as an action, surround himself or herself with an power of a stormy sea that lasts for 1 minute. Whenever an enemy that is prone by the paladin starts its turn in the aura, it takes 4d10 magical bludgeoning damage. Additionally, the paladin and creatures he or she chooses in the aura are protected by the howling winds. Creatures that make a ranged attack have disadvantage on attack rolls against creatures protected by the winds.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the stormy waters to rise up. The paladin can perform a shove action as a bonus action against a creature in the area of the aura.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes