Paladin
Base Class: Paladin

Occasionally, Atuy-kamuy will choose champions to help him defend Ezo. Those who undertake his oath become stalwart guardians of nature, even going so far as to sacrifice their own well-being to ensure the safety of the masses. As Atuy-kamuy's test is related to altruism, his paladins dedicate themselves to the greater good, finding their worth in what they can do for nature and their community rather than who they are as individuals.

Tenets of the Snake Kamuy

Altruism. Give to others without a thought for yourself. Your value lies within being a part of a larger whole, so you must share what you can to enrich everyone and everything within that whole.

Community. Defend your community with your life. Without your community, you are nothing.

The Greater Good. The course that benefits the most without actively harming others is always the right choice. Nature and community above individual gain.

Exile the Greedy. Those who take and never give are leeches upon the world. When there is no hope of changing the greedy into better people, dispose of them with no remorse to keep the greater good thriving.

Oath Spells

Oath of the Snake Kamuy Spells

Paladin Level Spells
3rd create or destroy water, fog cloud
5th kinetic jaunt, air bubble
9th tidal wave, water walk
13th freedom of movement, control water
17th conjure elemental (water only), maelstrom

Channel Divinity: Waterborne

Starting at 3rd level, you can use your Channel Divinity to grant you and your allies the ability to move freely through water, and to move like water as well. As an action, choose a number of creatures you can see within 30 feet of you up to your Charisma modifier. You and those creatures gain the ability to breathe underwater, gain a swimming speed of 30 feet, and are unhindered by difficult terrain for the next hour.

Channel Divinity: Atuy-kamuy's Wrath

Starting at 3rd level, you can use your Channel Divinity to summon the power of the tides to aid you in battle. As a bonus action, you empower your melee weapon attacks for the next minute. During this time, when you hit an enemy with a melee weapon attack, they are pushed back 5 feet and must make a Strength saving throw, falling prone on a failure.

Aura of the Sea

Starting at 7th level, the power of the sea flows around you, protecting you and your allies from most effects that would hold you in place against your will. You and friendly creatures within 10 feet of you cannot become grappled, become restrained, or be knocked prone, and you and those creatures cannot have your movement speed reduced in any way. When you or a friendly creature is under any of these effects and starts its turn in this aura, those effects end.

At 18th level, the range of this aura increases to 30 feet.

The Giver

When you cast a Paladin spell of 3rd level or lower with yourself as the only target, you can forgo being affected by the spell and choose a number of willing creatures that you can see within 30 feet of you up to your Charisma modifier to be affected by the spell instead. You can use this feature once per long rest.

Atuy-kamuy's Chosen

At 20th level, you gain the ability to channel Atuy-kamuy's presence, becoming one with him for a short period of time. As an action, you can become an avatar of Atuy-kamuy, gaining the following benefits for 1 minute:

  • You and your allies within 30 feet of you have resistance to bludgeoning, piercing, and slashing damage. You are also immune to cold damage.
  • You and your allies within 30 feet of you cannot become paralyzed or moved against their will. If you or an ally within 30 feet of you is paralyzed at the start of its turn, the paralysis ends.
  • When you push a creature on your turn, you can push it up to 10 additional feet, and whenever you deal damage to a creature, you can choose to automatically knock it prone unless it is immune to the condition.

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

Previous Versions

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