Paladin
Base Class: Paladin

Paladins of the Oath of Piracy dream of treasure and adventure across the open seas, and harness the power of their gods to achieve such goals. Known to some as pirates, others thieves, but to themselves they are simply basking in the riches and opportunities the ocean has provided them. They are strong-willed, heroic, and yearn for journey's across the vast ocean. Paladins under this oath are bound to roam the open seas, showering in the glory of victory and the riches piracy provides.

 

Channel Divinity: Swashbuckling Slicer

As a bonus action, you can use your Channel Divinity to cause a large, radiant cutlass made of light to appear and strike down your foes. Choose 5 targets within 60 feet of you and make a melee spell attack against them. On a hit, they take 4d4 radiant damage. This damage increases to 4d6 at 6th level, 4d8 at 9th level, 4d10 at 12th level, an 4d12 at 15th level. After the sword makes this attack, the targeted creatures must make a Constitution saving throw or be blinded for 1d4 rounds, as the sword bursts into radiant light. This light functions as daylight and persists for 1d4 rounds.

Channel Divinity: X Marks the Spot

As a bonus action, you can call upon your deity to detect the presence of magical items, treasure, and other things of interest to a pirate. You can see the location of hidden items, the types of which are listed above, each seeming to be marked with a large red X. This effect lasts for 10 minutes. After the effect wears off, roll a d20. On a 1, you forget the location of the items you saw while using your Channel Divinity. On a 20, the location of the items is ingrained in your memory for a year, or until you dispel this effect, meaning you will be able to recall the location at any time.

Oath Spells

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

3rd: Heroism, Create or Destroy Water

5th: Flame Blade, Pass without Trace

9th: Lightning Bolt, Haste

13th: Black Tentacles, Ice Storm

17th: Cone of Cold, Flame Strike

Aura of the Waves

At 7th level, you emanate an aura of glorious, crashing waves, which protect you and your allies from harm. You and all allies within five feet of you gain a bonus to AC equal to your Charisma modifier (minimum of +1). In addition, as a bonus action you can use these waves to form an air pocket around you for 1 hour, which allows you to breathe underwater. After 1 hour, the air bubble pops and the bubble cannot be formed until you take a long rest. 

Retaliation of the Ocean

At 15th level, upon being hit by an attack, you can use a reaction to cause radiant, crashing waves to crush the attacker. The target must make a Dexterity saving throw. The target takes 2d12 radiant damage on a failed save, or half as much on a successful one, as large waves erupt from your wounds and retaliate against the target.

All for One or One for All

Once per long rest as a bonus action at 20th level, you can choose for either you yourself to become an angelic, pirate-esque being, or for your whole crew to be bolstered by the holy magic of the water gods.

All for One: You become the ultimate, angelic pirate for 10 minutes, and glow with radiant light. You gain the following benefits for the duration:

  • You cannot be charmed or frightened.
  • All melee and ranged weapon attacks deal an additional 4d12 cold damage, as waves crash down from the heavens.
  • You gain an AC bonus equal to your Charisma modifier
  • All creatures of your choice within 20 feet of you cannot concentrate on spells, as you radiate holy light that distracts your foes. They can still cast spells that don't require concentration.
  • You gain 5d10 temporary hit points.

One for All: You and all your crew experience a portion of the above power. You all gain the following benefits for the duration:

  • You and all of your allies have advantage on saving throws against being charmed or frightened.
  • You and all of your allies deal an additional 2d10 radiant damage, as your holy visages blind your foes.
  • You and all of your allies gain a +2 to AC, as enemies struggle to hit you through your blinding lights.
  • You and all of your allies gain 3d8 temporary hit points.
  • You and all of your allies gain a +1 to attack and damage for both melee and ranged spell attacks.

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