Base Class: Paladin
oath of the undersea
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 Open Sea 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.
Holy Riptide. As an action, you channel the sea around you to create a whirlpool of holy water that surrounds you for 15 feet in all directions. any creatures taken within this whirlpool are bludgeoned by the tides, and must make a strength saving throw. on a fail, they are pushed 10 feet away from you, and are knocked prone. Any Fiends or Undead within this area also take radiant damage equal to your paladin level. the range of this effect grows to 30 feet while you are submerged in water.
Prophetic Screw-up. when you make an attack, ability check, or saving throw, you can present your holy symbol, activating Prophetic Screw-Up. Roll a d20. on a 10-20, you treat your roll as a 20. however, on a 1-9, you automatically fail, and you roll on the Prophetic Screw-Up table to determine the "screw-up" that occurs. If the effect is a spell, it forgoes concentration.
|
1 |
Your connection to the gods is temporarily severed. You lose the ability to spend paladin spell slots or use paladin abilities for 1d4 minutes. |
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2 |
If you are making an attack roll on a creature, your holy magics misfire, casting bless on the creature. This effect lasts for 1d4 rounds. |
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3 |
If you are making an attack roll on a creature, your holy magics misfire, casting sanctuary on the creature. This effect lasts until the end of your next turn, or until the creature does something to end the spell normally. |
|
4 |
Your entire body begins glowing a bright light for 1d6 hours. During this time, attacks against you have advantage. |
|
5 |
You spend an amount of points of lay on hands equal to your paladin level. If there is a hostile creature within range, you use them on it. If not, the healing energies are released into the open air. |
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6 |
You miss your mark, and smash your weapon on the ground, blunting it. You take a -1 penalty to all attack and damage rolls made with this weapon until you spend one hour sharpening it. |
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7 |
As you strain your body, it contorts your armor under its weight, temporarily snapping a strap. You suffer a -1 to your Armor Class until you spend one hour fixing it. |
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8 |
As your hand slips, losing grip on whatever is in your main hand, you throw it 20 feet in front of you. |
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9 |
You trip, spraining your ankle on the ground. Your speed is reduced by 10 feet, and you have disadvantage on dexterity saving throws until you take a short rest. |
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10 |
You carry your momentum after missing your mark, falling prone. |
Aura of Refraction
Starting at 7th level, you can refract the light within a certain area of you, due to your affinity with the current. While you’re not incapacitated, ranged attacks have disadvantage against creatures of your choice within 10 feet of you. this can be toggled on and off with a bonus action.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Guide of the Waves
At 15th level, you can harness the ferocity of the sea, bending it to your will. Once per turn, when you hit a melee weapon attack, you may cloak your weapon with waves. when you do so, the target takes cold damage equal to 1d8 + your paladin level, and they get pushed 10 feet back.
Emissary of the Depths
At 20th level, you learn to channel the spirits of ancient sea beasts to briefly become the vessel of a leviathan. as a bonus action, you embrace the spirit of a leviathan to gain the following benefits for 1 minute:
- You have advantage on strength (Athletics) and Charisma (Intimidation) checks.
- You have a swim speed of 60 feet.
- You have resistance to slashing, piercing and bludgeoning damage from non-magical sources.
- Once per turn, when you hit a creature with a melee weapon attack, you can force them to make a wisdom saving throw. on a fail, they become frightened of you for one minute. they can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Feb 25, 2025