Base Class: Paladin
The Oath of the Rising Tide sees hope in the creator-god, Persana, where others may see mystery and darkness in the depths. They believe no matter the tribulation, the tide will always rise and the sun will once again shine.
While optimistic, they are not blind to the destruction of Umberlee or the rage of the ocean. They understand that they are part of an eternal tide of opposing forces. These paladins do not see themselves on the side of ultimate good, as much as they do a part of the balance. For this reason, they can be seen as stoic, often reserving judgment as they allow the truth to come to the surface. Once the waters are clear, however, they do not hesitate to act.
Tenets of the Tide
- Trust in the Eternal Tide - The seas will always ebb and flow. Always trust the tide to rise again.
- The Sea Never Minds the Storm - The ocean is unchanged by the sky's wrath. Be unmoved by adversity.
- The Ocean Always Provides - Be as generous as the sea. Never meet need with apathy.
- Be Wary of the Depths - Like the deepest trench, know that darkness hides in the heart. Be mindful of its threat.
- Be the Wave That Crashes - Rise to meet your enemies like the waves meet the shore. Be unrelenting in your wrath.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Rising Tide Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Rising Tide Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Breath of the Deep. You can use your Channel Divinity to attune you and your allies to the depths of the sea. As an action, you can grant up to ten willing creatures with the ability to breathe underwater. Creatures affected by this ability also retain their normal modes of respiration. Additionally, selected creatures gain a swim speed equal to their walking speed. The benefits granted by this ability last for 24 hours.
The Ocean's Wrath. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger
By 7th level, your supernatural focus helps you stop a foe’s retreat. When you hit a creature with an opportunity attack, you can pull the creature back using a summoned tentacle. The creature must succeed on a Strength saving throw against your spell save DC.
- On a failed save, the creature's retreat is halted and remains in the space before movement. The creature also takes 3d6 bludgeoning damage.
- On a successful save, the creature is able to retreat but take half 3d6 bludgeoning damage.
Stormy Waters
At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Elder Sea Champion
At 20th level, you can assume the form of an ancient kraken of the ocean with four tentacles appearing from your back.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- You can use your bonus action to grapple a creature within 15 feet of you. The creature must succeed on a strength saving throw for be grappled. Upon a failed save the creature takes 6d10 bludgeoning damage and half with a success. You can have a total of 4 grappled creatures.
- A grappled creature must succeed on a strength saving throw or remained grappled and take 5d6 acid damage.
- Enemy creatures have disadvantage to hit you with both melee and ranged attacks if you have a tentacle free.
- You gain a swim speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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