Base Class: Paladin
The Oath of the Oceanic Guardian is a sacred vow taken by paladins who dedicate themselves to protecting the oceans and all life within them. These knights of the deep are entrusted with the mission of preserving the beauty, balance, and vitality of the seas. They stand as defenders against any forces that threaten the marine world, drawing their strength from the vast and mysterious waters they protect. Adorned with sea-themed decorations such as coral, seaweed, and sea stars, these paladins embody their commitment to safeguarding the light and life beneath the waves.
Tenets of the Oath
1. Preservation of the Deep
Protect the oceans and all their inhabitants. Strive to maintain the natural balance and beauty of marine ecosystems, and defend them against any harm or exploitation.
2. Light in the Depths
Uphold the light and life within the seas. Fight against the darkness that seeks to corrupt or destroy the ocean's bounty. Let your actions illuminate the way for others to follow.
3. Unity with the Tides
Embrace the ever-changing nature of the sea. Be adaptable and resilient like the tides, and understand that true strength comes from harmony with the undersea.
4. Guardianship of Beauty
Cherish and protect the wonders of the ocean. Celebrate the diversity and splendor of marine life, and inspire others to appreciate and safeguard the sea's treasures.
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 is focused on you.
A 10 ft radius sphere that is centered on the caster. Any creatures that are within this whirlpool when cast or on the start of their turns are bludgeoned by the tides, and must make a strength saving throw.
On a fail, (Spellcasting DC) they are pushed 10 feet away from you or are knocked prone. Taking 1d10 +(CHA Ability Score)
Any Fiends or Undead within this area also take radiant damage equal to your paladin level.
If a creature saves, it takes half-damage and is only moved 5 feet away.
The range of this effect grows to a 20ft Radius while you are submerged fully underwater. This effect ends when the caster falls unconscious or after 10 minutes.
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 11-20, you treat your roll as a natural 20. However, on a 1-10, you automatically fail, and you roll on the Prophetic Screw-Up table to determine the "screw-up" that occurs.
If the prophetic screw up is used on while concentrating on a spell, it forgoes concentration.
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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. |
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4 |
Your entire body begins glowing a bright light for 1d6 hours. During this time, attacks against you have advantage. |
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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. |
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Oceanic Guardian 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 |
Aura of Preservation
Starting at 7th level, you have learned how to keep yourself and your allies protected with magical bubbles of force. You and all friendly creatures within 10 feet gain temporary hit points equal to your Charisma modifier plus your proficiency bonus at the start of each of your turns and resistance to bludgeoning damage.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Coral Trap
At 15th level, you can create a damaging bubble of force around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d10 bludgeoning damage and must succeed a Strength saving throw or be restrained.
Hero of the Deep
At 20th level, you learn to channel the full power of the Undersea to briefly withstand any pressure. As an action, you embrace the strength of the ocean, gaining the following benefits for 1 minute:
- You have advantage on all attacks, saving throws, and skill checks made against creatures without an innate swimming speed.
- You gain +5 to your AC
- When you are damaged by a ranged weapon or spell attack, the attacker takes half the damage of the attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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