Paladin
Base Class: Paladin

Avast, ye adventurers of the brine! The Oath of the Pirate’s Code be not just a pact, but a way of life on seas most turbulent! This Oath transforms noble-hearted Paladins into swashbucklers of the sacred sea, defenders of the unwritten rules that bind rogues and buccaneers on the open waters. With a cutlass in hand and the spirit of the Code in their hearts, these Paladins embrace the freedom that only the pirate's life can offer, while remaining a stalwart defender against injustice.

The Oath of the Pirate's Code binds those who follow it to a life of salt, sails, and the sacred principles of the covenant of the sea. It's a call to the bold, the brave, and those who seek adventure on the high seas. So, splice the mainbrace, fly the Jolly Roger high, and let the Oath of the Pirate's Code guide you through the tumultuous waves of the pirate's life!

Tenets of the Pirate's Code

Plunder the Rich: Take what you need from those who hoard wealth. Share the spoils with your crew, but keep a fair share for yourself.

Freedom Above All:  Cherish your freedom and the freedom of your crew. Resist anyone who seeks to shackle you or your ship.

Loyalty To Your Crew: A pirate values their crew above all else. You pledge to protect and stand by your shipmates through thick and thin.

Courage: A true pirate faces danger with a swaggering grin. Your oath requires you to confront your enemies with courage and daring.

Eternal Freedom: The sea is your mistress, and you swear to sail her waves until your dying day. Your soul belongs to the open sea.

Oath Spells

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

Oath of the Pirate’s Code Spells
Paladin Level Spells

3rd

fog cloud, thunderwave

5th

misty step, silence

9th

water breathing, tidal wave

13th

control water, greater invisibility

17th

cone of cold, control winds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Wrath of the Sea. Starting at 3rd level, you can use your Channel Divinity to harness the power of the open sea, striking fear into your enemies. As a bonus action, you can unleash the wrath of the waves, causing water to surge around you. Each hostile creature within 10 feet of you must make a strength saving throw or have their movement speed reduced to 0 until the end of your next turn.

Shiver Me Timbers. As an action, you can use your Channel Divinity to gain insight into the location of valuable treasure within a mile of you, as if using the Locate Object spell. This ability also reveals the approximate value of the treasure.

Aura of the Stormy Seas

Starting at 7th level, you fill nearby creatures with your hardened fortitude. While you’re not incapacitated, you and creatures of your choice within 15 feet of you gain resistance to lightning and cold damage, reflecting your resilience of weathering a storm

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Phantom Ship

When you cast Find Greater Steed, you can now choose to summon a spectral pirate ship instead. This ship appears ghostlike in nature, but remains corporeal to the touch. The ship can move across any terrain, including water and air, and it has a flying speed equal to half your normal movement speed, though it can only land on water. If it lands on the ground, its keel will cause it to roll on its side, rendering it immobile.

The ship can be boarded, used as cover and can carry up to 10 medium-sized creatures. 

The ship is decorated in the manner you choose and has the statistics provided in Ghosts of Saltmarsh for the chosen form. If it’s reduced to zero hit points, it vanishes immediately and returns to the locker from whence it came. 

Legendary High Captain

At 20th level, you embody the essence of a legendary swashbuckler. Using an action you gain the following benefits:

  • You have advantage on Dexterity (Acrobatics) checks and you gain a swimming speed equal to your walking speed. If you already have a swimming speed, it is doubled.
  • You gain advantage on all attack rolls with melee weapons, and your critical hit range is expanded by 1.
  • When a creature misses you with a melee attack, you can use your reaction to make a counterattack. 
  • You summon a ghostly crew to fight alongside you. You cast spirit shroud without expending a spell slot. 

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

Comments

Posts Quoted:
Reply
Clear All Quotes