Base Class: Paladin
The oath of the depths calls its paladins to protect others with the power of the seas. Sometimes called water warriors, sea knights, or ocean guardians these paladins unleash the fury of the sea in combat.
Tenets of the Depths
The depths have a flow, but there is order in that flow.
Flow. You go with the flow of destiny.
Control. The ocean keeps control of its denizens, as do you on the battlefield.
Determination. Nothing stands in your way when you set your mind on a goal.
Restriction: Tritons Only
Only Tritons can take the Oath of the Depths. Tritons hold the sea as the ultimate power and worship it as a god itself.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.
Other Race Recommendations: Sea-Elf, Water Genasai
The above two races also make thematic sense to take this sacred oath.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Depths Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Depths Spells
| Paladin Level | Spells |
|---|---|
| 3rd | create or destroy water, protection from evil and good |
| 5th | calm emotions, misty step |
| 9th | create food and water, water breathing |
| 13th | black tentacles, control water |
| 17th | commune, commune with nature |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Defense of the Sea. You can use your Channel Divinity to create a defensive bubble around yourself. When you are attacked by a creature with a melee weapon attacks within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll, causing the bubble to appear between you and the attacker before it hits or misses. If the attack hits, the attacker takes cold damage equal to your Charisma modifier (minimum of 1).
Enthralling Presence. You can use your Channel Divinity to cast spells that charm creatures. At 3rd level you can cast charm person or animal friendship. At 13th level, you can also cast dominate beast. At 17th level, you can also cast dominate person. If the target is under water or an aquatic creature, they have disadvantage on their initial saving throw. When you cast these spells using this feature, even if they are not on the paladin spell list they are nonetheless paladin spells for you. You always have them prepared but you must use your channel divinity to cast them.
Aura of Tides
Starting at 7th level, you emanate an aura from the plane of water while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Friendly creatures within the aura have resistance to cold damage as well as bludgeoning, piercing and slashing damage from non magical weapons and attacks. Also, anyone under water and within the aura ignores any of the drawbacks caused by a deep, underwater environment and gains a swim speed of 30 feet.
At 18th level, the range of this aura increases to 30 feet.
Flowing Body
At 15th level, the sea has aided you in your movement. You have advantage when making checks to escape from or resist being grappled or restrained.
Leviathan of Battle
At 20th level, the creatures of the sea grant you power, a vortex of water forms within 5 feet around you. Using your action you undergo a transformation, your hair might become like sea-grass or sea-weed, your skin might become scaly and metallic, and you may grow fins. For one minute you gain the following benefits:
- Whenever an enemy creature starts their turn within 5 feet of you they take 10 cold and bludgeoning damage.
- The reach of your melee weapons increases by 5 feet.
- You gain a swimming speed of 60 feet.
- You have resistance to fire damage.
- Ranged attacks against you are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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