Paladin
Base Class: Paladin

Paladins of the Oath of the Deep Abyss are denizens of the deep. They've seen the horrors that lurk at the bottom of the ocean and do everything in their power to prevent them from ever reaching the light. They are the unsung heroes that surface dwellers never meet the blade in the darkness, the shield against obscurity 

Oath Spells

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

Oath of the Abyss Watcher
Paladin Level Spells

3rd

create or destroy water, Frost Fingers

5th

hold person, see invisibility

9th

glyph of warding, slow

13th

control water, tidal wave

17th

steel wind strike, Maelstrom

Channel Divinity

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

Abyssal Prison. As a bonus action you can summon a powerful whirlpool which entraps a creature that you can see within 60 feet of you. That creature must succeed on a Dexterity saving throw or be restrained by the whirlpool for 1 minute. A creature restrained by this whirlpool is considered underwater and cannot talk as the tumultuous liquid fills its mouth. A restrained creature can attempt to escape the whirlpool at the end of their turn by making a Dexterity Save against your paladin spell save DC, escaping on a success.

Torrent. You generate a powerful current that pulls all towards you, until the start of your next turn. Each creature of your chose within 30 feet of you are attracted to you. If you are underwater this range extends to 45 feet. If a creature starts their turn within that area or enter it for the first time on their turn, they must succeed on a Strength saving throw or be pulled 15 feet in a straight line towards you.

Depth's walker

Also at Third level, when you take this Oath, you gain a swimming speed equal to your walking speed, and if you already have a swimming speed it increases by 15ft. Additionally, you gain the ability to breathe underwater

Crushing Aura

Starting at 7th level, you emanate a powerful pressure similar to that found in the depths of the ocean. All creatures of your choice in a 10-foot radius centered in you are stuck in difficult terrain 

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Tidal Strike

At 15th level, You can manifest a harpoon which you use to stop your enemies in their track.. As a reaction to a creature attempting to exit your crushing aura you can make a ranged or melee attack roll against them. On a hit you deal the weapon's normal damage(1d8+CHA) and the target is impaled, reducing their speed by half for the rest of their turn.

Warden of the Depths

At 20th level, you learn to channel the spirits of brave Heroes that laid their life for the cause to briefly become a paragon of heroism, gaining the following benefits for 1 minute:


• Blades of water start circling around you. Your reach becomes 5 feet greater than normal as the blades of water coat your weapons, extending your strikes. Your strikes also cut through magical resistance if you do not already have a magical weapon.
• When you deal damage to a creature with a melee attack you may reduce their speed by half.
• When you make an attack against a creature you can force it to make a strength saving throw or be restrained by anchor chains. A creature can only be forced to make this save once per turn, ending at the end of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

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