Base Class: Paladin
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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.
Deep Sea Companion. At third level when you take this subclass, you can expend a use of your Channel Divinity to magically summon a deep beast, which draws strength from your oath. The beast is friendly to you and your companions and obeys your commands. The beast that is summoned is decided by you, however it must be a creature that is of the sea. The beast uses your proficiency bonus.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also forgo one of your attacks when you take the Attack action to command the beast to take the Attack action.
If you are incapacitated, the beast can take any action of its choice.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life with 1 HP. When you finish a long rest, you can summon a different deep sea beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast can continue living even if you die if you command it to watch over and protect someone else.
Your connection to your beast allows you to see through their eyes and talk to them telepathically. You can take an action to see through the beast’s eyes and gain their senses as well. While seeing through your beast, you have disadvantage on any attacks made against creatures outside of the creatures line of sight.
Alternatively, you may instead use your companion as a line of defense, rather than offense. If you decide to do this, while you are not wearing armor, your AC becomes 13 + your Charisma modifier. However, your companion is unable to take the attack action on your turn. Your companion is counted as Natural Armor. Your companion may still use its other abilities. You can use your companion to administer your Lay On Hands feature to yourself if you use a bonus action to command it to do so.
Crashing Waves. Also when you choose this subclass, When you take the attack action on your turn, you expend a use of your Channel Divinity (No Action Required) to bring a wave of crashing force onto your opponent. The next time you hit a creature with a weapon attack you can summon water to drench your foe and deal 1d8 of cold damage and the creature must make a Strength saving throw against your Paladin Spell Save DC (8 + Proficiency Bonus + CHA modifier) or be knocked prone. This damage increases to 2d8 at 5th level, 3d8 at 9th, 4d8 at 13th, and 5d8 at 17th.
Rules Tip: Visibility
Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can’t see in. Creatures that can’t see automatically fail ability checks that require sight. Also, attack rolls against creatures that can’t see have advantage, and their own attack rolls have disadvantage.
Creatures in a lightly obscured area have disadvantage only on Wisdom (Perception) checks that rely on sight.
Protective Training
Starting at 7th level, when your companion is within 5 ft. of an ally, your companion can use its reaction to give an ally resistance to one damage type of an attack they were hit with. Any damage the target takes, the companion takes as well..
Sea's Shield
Starting at 15th level, if your companion is within 15 ft. of you or an ally, it may cast the Shield spell targeting an ally without expending a spell slot. You may only do this a number of times equal to your proficiency bonus.
Improved Deep Sea Companion
Beginning at 20th level, your oath to protection has grown to its strongest. The companion you summoned through your oath has truly become one with you and shares in your oath. Your Deep Sea Companion now shares ability scores with you and also shares your spell slots. Using your action, you may command your Deep Sea Companion to cast a spell. The spells use your Spell Save DC and Spell Attack Bonus. Additionally, your companion also gains the Divine Smite Feature and one Feature from the Paladin Class.
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