Paladin
Base Class: Paladin

You take an oath to find and seek out evil (or good) and destroy it. Perception and accuracy focused paladin, built to scout and deal devastating single-target or small group damage.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

 

Channel Divinity

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

Piercing rage. You may use your action to launch a bolt of pure energy up to 600 ft with unerring accuracy. This attack does 3D6 force damage plus your charisma modifier. This attack ignores up to full cover and deals 1D6 force damage in a 10ft radius upon impact.

boundless eyes. You may take one minute to gain truesight and tremorsense, including through walls, out to 200 ft, and discern surface thoughts and alignments on a CHA check, contested by the opponent’s WIS save. This ability lasts for ten minutes or until you are knocked unconscious.

Aura of Precision

Starting at 7th level, you fill nearby creatures with the energy of accuracy. While you’re not [Tooltip Not Found], you and creatures of your choice within 10 feet of you gain an additional 10 ft to their movement and an additional 5 ft to their attacks. in addition, Allie’s may add your charisma modifier to their attack rolls or wisdom checks. When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Stormy Waters

At 15th level, your supernatural awareness allows you to use your enemy’s power against them in a devastating counter. as a reaction,  whenever a creature attempts to attack you, you may add 5 to your AC, and move back 15 feet. You may then counterattack, dealing an Additional 1d8 force damage (if made with a melee weapon, the attack happens before the movement.) This counter cannot miss as long as you can see your target. The creature must also succeed a saving throw against your spell save DC or be stunned.

Fabled Watchman

At 20th level, Once per long rest,You may use your bonus action to gain the following effects for one minute.

  • You have advantage on Wisdom and Intelligence checks and you gain truesight and tremorsense.
  • you cannot roll lower than your Charisma modifier on any attacks, and do maximum damage on all attacks.
  • You have double range on all spells and attacks.
    you may take the dodge action as a reaction whenever someone attacks you, and if they miss, may immediately attack them. Once you use this feature, you can’t use it again until you finish a long rest.

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