Base Class: Paladin
OATH OF THE SEAS
The Oath of the Seas binds paladins to protect the oceans of the world from the predations of any creature that wishes to do them harm. Many who swear this oath are devoted to gods of the seas and use their gods’ tenets as the measure of their devotion. Paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving power of the sea. Therefore, they harness the powers of wind, water, and wave to be the ultimate protector against such threats. They adorn their armor with oceanic decorations such as coral, seaweed, and seashells to reflect their commitment to preserving the world's oceans.
TENETS OF THE SEAS
The tenets of the Oath of Seas drive a paladin to protect the seas and its inhabitants.
- Adapt Like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
- Embrace the Storm. Know the power of the storm and feel yourself anchored within it. It bends to your will and will serve you loyally.
- Trust the Winds. Know that the sea breeze will always guide your course. Trust that the winds will protect you from danger.
- Crash Upon Your Foes. The wretched, the twisted, and the unholy must be crushed under the waves of your might. Smite any evil that would do harm to the seas.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Tidal Strike. As an action, you imbue your weapon with the raw power of the sea. For 1 minute, your strikes release icy cold water from the ocean depths dealing additional cold damage equal to your Charisma modifier (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Tame the Waters. As an action, you can cause a number of sea creatures up to your Charisma modifier (minimum of 1) within 30ft of you to make a Wisdom saving throw. On a failure the affected creatures are charmed by you for 1 minute or until you or your companions do anything harmful to them.
Alternatively, when you use this feature, you can attempt to calm the sea itself. As an action, roll a d20. The Channel Divinity succeeds when the result of the die roll is equal to or lower than your paladin level. On a success, the sea within a one-mile radius of you becomes calm and placid for the next hour. For the duration, no storms can enter the radius unless they’re of magical nature.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Aura of Head Winds
Starting at 7th level, your aura manifests as an ocean breeze that quickly speeds up and redirects the orientation of yourself or a falling companion. You and friendly creatures within 10 feet of you can’t be knocked prone while you are conscious and not incapacitated.
At 18th level, the range of this aura increases to 30 feet.
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.
Oceanic Protector
At 20th level, you are imbued with the power of the gods of the sea to defend the ocean realms. As an action, you gain the following benefits for 1 minute:
- You skin glistens with a thin layer of water giving you resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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