Base Class: Paladin
The Oath of the Eternal Sea is a sacred vow sworn by paladins who draw their power from the boundless and ever-changing ocean. These paladins are the guardians of the seas, tasked with preserving the delicate balance between land and water, life and death, tranquility and chaos. Just as the ocean is eternal, so too is their commitment to the defense and reverence of the waters that cover the world.
Paladins of the Eternal Sea embody the virtues of patience, strength, and resilience, for they know that the ocean’s power lies not just in its storms, but in its ceaseless and unwavering presence. They are as calm as a still bay, yet as fierce as a tempest, able to shift between these states as the situation demands. They understand that the sea is both a giver and taker of life, and they wield its power with wisdom and purpose.
Those who swear the Oath of the Eternal Sea are often found near coastlines, protecting port towns, guiding sailors through treacherous waters, or hunting down pirates and other seafaring threats. They are also known to delve into the mysteries of the deep, seeking ancient secrets hidden beneath the waves. To them, the ocean is not just a body of water, but a living force deserving of respect, protection, and awe.
Tenets of the Eternal Sea
Paladins who take the Oath of the Eternal Sea uphold the following tenets:
Unyielding as the Waves. Just as the waves persist against the shore, you must remain steadfast in your duty, no matter how great the challenge.
Boundless as the Ocean. Embrace the limitless nature of the sea. Be open to new experiences and knowledge, and never let fear of the unknown hinder you.
Guardian of the Waters. Protect the seas, rivers, and lakes, for they are the lifeblood of the world. Defend the creatures and people who rely on these waters.
Harmony of the Tides. Maintain the delicate balance that the ocean represents. Like the tides that ebb and flow, balance must be kept between creation and destruction, peace and war, life and death.
Level 3: Oath of the Eternal Sea Spells
3rd-level Oath of the Eternal Sea feature
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Eternal Sea Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Shield of Faith, Create or Destroy Water |
| 5 | Misty Step, Blur |
| 9 | Call Lightning, Sleet Storm |
| 13 | Freedom of Movement, Control Water |
| 17 | Cone of Cold, Dispel Evil and Good |
Level 3: Tidal Rebuke
3rd-level Oath of the Eternal Sea feature
As an action, you can use your Channel Divinity to summon the force of the ocean’s tide, creating a powerful surge of water that bursts outward from you.
Each Large or smaller enemy within 10 feet must make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked [Tooltip Not Found]. On a successful save, the creature is pushed back 10 feet but remains standing.
Level 3: Gift of the Deep
3rd-level Oath of the Eternal Sea feature
As an action, you can use your Channel Divinity to grant yourself the abilities of an ocean-dweller for 1 hour:
• You gain Darkvision out to 120 feet.
• You gain Blindsight out to 10 feet (30 feet at 17th-level.)
• You gain a Swim Speed equal to your Walking Speed.
• You gain Water-Breathing.
• You gain Resistance to Cold Damage.
Level 7: Aura of Shielding Tides
7th- and 18th-level Oath of the Eternal Sea feature
You emanate an aura of protective waves that shields you and your companions from harm. While you are conscious, you and any friendly creature within 10 feet of you gain a +1 bonus to Armor Class, as the unseen currents of the ocean deflect incoming attacks.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Level 15: Wave of Restoration
15th-level Oath of the Eternal Sea feature
You can summon a wave of restorative energy. As an action, you send a wave out from you in a 30-foot radius. You and all friendly creatures within the radius regain hit points equal to 2d8 + your Charisma modifier (minimum 1).
You can also end one disease or condition on each affected creature. The condition can be blinded, deafened, paralyzed, or poisoned.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 20: Maelstrom Incarnate
20th-level Oath of the Eternal Sea feature
As a Bonus Action, you can invoke the ancient power of the deep, becoming the center of a raging maelstrom. You summon a swirling magical vortex of water, flooding the area in a 20-foot-radius aura that moves with you, and for 1 minute, or until you end it (no action required), you gain the following benefits:
Abyssal Undertow. At activation, and at the start of each of your following turns, each Large or smaller creature within the aura must succeed on a Strength saving throw or be pulled 10 feet closer to you and have its speed halved until the start of its next turn as the maelstrom draws it into its maw.
Crushing Currents. The first time each turn an enemy is pulled by Abyssal Undertow, it takes Cold from the freezing waves equal to 2d10 + your Charisma modifier.
Fortitude of the Deep. You have Resistance to all damage and Immunity to Cold.
Lord of the Storm. Your weapon attacks deal an extra 1d8 Lightning damage.
Immovable as the Tide. You are anchored to the deepest foundations. You cannot be moved against your will or knocked prone.
While this feature is active, your presence is wreathed in seething waves and glimmering streaks of bioluminescence. The air is thick with mist, and the battlefield echoes with the deep hum of the sea’s fury.
Once you use this feature, you can’t use it again until you finish a long rest or by expending a 5th-level spell slot (no action required).
Activate Maelstrom Incarnate
While Maelstrom Incarnate is active, you gain the following benefits:
Abyssal Undertow. At activation, and at the start of each of your following turns, each Large or smaller creature within the aura must succeed on a Strength saving throw or be pulled 10 feet closer to you and have its speed halved until the start of its next turn as the maelstrom draws it into its maw.
Crushing Currents. The first time each turn an enemy is pulled by Abyssal Undertow, it takes Cold from the freezing waves equal to 2d10 + your Charisma modifier.
Fortitude of the Deep. You have Resistance to all damage and Immunity to Cold.
Lord of the Storm. Your weapon attacks deal an extra 1d8 Lightning damage.
Immovable as the Tide. You are anchored to the deepest foundations. You cannot be moved against your will or knocked prone.
While this feature is active, your presence is wreathed in seething waves and glimmering streaks of bioluminescence. The air is thick with mist, and the battlefield echoes with the deep hum of the sea’s fury.
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