Paladin
Base Class: Paladin

Oath of Rising Tides

Paladins who take the Oath of Rising Tides pledge themselves to the fluid and adaptable nature of water. Their tenets reflect the ever-changing and purifying essence of the seas. These paladins strive to maintain harmony and equilibrium, cleanse corruption, and protect those who cannot defend themselves, much like the ocean shelters its inhabitants.

Tenets of the Rising Tides

Adaptability:  Embrace change and be flexible in the face of challenges.

Balance:  Maintain harmony and equilibrium in all things.

Purity:  Seek purity in mind, body, and spirit.

Protection:  Safeguard those who cannot protect themselves.

Oath Spells

Paladins who take the Oath of Rising Tides gain access to spells that reflect the power and versatility of water.

Paladin Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Misty Step, Blur
9th Water Breathing, Wall of Water
13th Control Water, Freedom of Movement
17th [Tooltip Not Found], Wall of Ice

 

Channel Divinity

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

  • Tidal Wave: As an action, you can present your holy symbol and summon a powerful wave of water. Each creature in a 30-foot line must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

  • Calm Waters: As an action, you can use your Channel Divinity to create an area of calm. For the next minute, you and your allies within a 30-foot radius are immune to being frightened or charmed, and any magical effects that are causing fear or charm are ended.

Aura of the Tide

Starting at 7th level, you emanate an aura of calming tides. You and friendly creatures within 10 feet of you gain resistance to cold and fire damage. At 18th level, the range of this aura increases to 30 feet.

Watery Resilience

Beginning at 15th level, you gain the ability to temporarily become as fluid as water. When you take damage, you can use your reaction to reduce the damage by an amount equal to your paladin level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Avatar of the Tides

At 20th level, you can assume the form of a powerful water elemental as an action. For 1 minute, you gain the following benefits:

  • You gain the effects of the Water Elemental spell.

  • You have immunity to cold damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • You can move through a space as narrow as 1 inch wide without squeezing.

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

 

Oath Spells

Oath Spells

Paladins who take the Oath of Rising Tides gain access to spells that reflect the power and versatility of water.

Paladin Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Misty Step, Blur
9th Water Breathing, Wall of Water
13th Control Water, Freedom of Movement
17th [Tooltip Not Found], Wall of Ice

Channel Divinity

Channel Divinity

When you take Oath of the Rising Tides at 3rd level, you gain the following two Channel Divinity options:

  • Tidal Wave: As an action, you can present your holy symbol and summon a powerful wave of water. Each creature in a 30-foot line must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

  • Calm Waters: As an action, you can use your Channel Divinity to create an area of calm. For the next minute, you and your allies within a 30-foot radius are immune to being frightened or charmed, and any magical effects that are causing fear or charm are ended.

Aura of the Tides

Aura of the Tide

Starting at 7th level, you emanate an aura of calming tides. You and friendly creatures within 10 feet of you gain resistance to cold and fire damage. At 18th level, the range of this aura increases to 30 feet.

Watery Resilience

Watery Resilience

Beginning at 15th level, you gain the ability to temporarily become as fluid as water. When you take damage, you can use your reaction to reduce the damage by an amount equal to your paladin level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Avatar of the Tides

Avatar of the Tides

At 20th level, you can assume the form of a powerful water elemental as an action. For 1 minute, you gain the following benefits:

  • You gain the effects of the Water Elemental spell.

  • You have immunity to cold damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • You can move through a space as narrow as 1 inch wide without squeezing.

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

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