Base Class: Paladin
“Ours is an oath of cadence, not conquest. Steel shatters—tides only change.”
—High Crest-Speaker Turellan of Coralspire
The Oath of the Tides first rose in the Age of Glass Shoals, when a Lustrian pearl-fleet vanished into the Devouring Gyre and only a single sailor staggered home, glowing with blue-white radiance and speaking in breaker-rhythm. His tale claimed the Sea-Mother Neryssa offered salvation to any knight who would carry the tide inland, scouring blight and hubris wherever fresh water forgets the ocean. The sailor’s words became scripture; his rescuers became the first Tide paladins.
Three Faces of the Sea
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Mercy of the Mist – “Soothe the cracked tongue and the fevered brow; every life returns to water in time.”
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Memory of the Depths – “Hold secrets as trenches hold sunken relics, and learn that truth distills like salt from brine.”
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Wrath of the Breaker – “When greed dams the river or chains the free tide, break the barrier and return the flow.”
Rituals & Symbols
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The Ocean-Forged Vow: Recited at low tide, palms cut so oath-blood mingles with seawater—“I rise and fall as the moon commands, neither abating nor abandoning.”
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Drift-Shell Rosary: A strand of perforated shells; every redeemed soul earns a new shell inlay.
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Breaker’s Brand: A stylised maelstrom tattooed in indigo across the palm; it glows when Channel Divinity is invoked.
Chapter-Houses & Duties
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Stormgate Bastion watches the Opal Cliffs, sealing abyssal rifts opened by moon-quakes.
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Mangrove Lantern-Keepers pole through the Glowing Jungle’s jade waterways, guiding spice barges and banishing poisonous red-tide spirits.
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In Harbor-End, Tide novices spend dawns blessing fishing nets and sunsets patrolling for Bloodwake Corsairs—“A net mended today is starvation spared tomorrow.”
Notable Tidebound
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Wave-Marshal Zephros rides a living surfboard of summoned water, his laughter booming like distant thunder.
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Sister Nerea of the Quiet Shoal heals with seawater drawn from silvered gourds, claiming each drop remembers a lullaby of the waves.
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Breaker-Knight Vaelor wields Foamsorrow, a glaive that condenses salt crystals along its edge; every smite explodes in briny shards.
“If the sea ever falls silent,” warns Elder Reef-Singer Vorun,
“the whole world will hear the echo of its loss—and choke on dry dust.”
Prophecy of the Drowning Moons
An ancient nautilus shell etched in continous spiral script foretells: “When Glyss casts a sapphire shadow upon Moreth, the Leviathan beneath the Gyre will stir, and only those who have spoken the Ocean-Forged Vow on every shore will turn its gaze from ruin.” Tide paladins now range deep inland, founding River-chapels to ensure no corner of Lustria stands untethered from the sea’s cycle when that night arrives.
Whether calming plague-waters in teak-lined alleyways of Port Selune or breaking necromantic pylons that dam the Sunglass River, each Oath-bound knight murmurs the same creed before drawing steel:
“I am the hush before dawn tide, the roar of noon breaker, the sigh of moonlit ebb.
May my foes learn all three faces.”
With these vows and legends, the Oath-of-the-Tides paladin becomes far more than a coastal sentinel—they are the sea walking, remembering, and renewing the vast world of Lustria.
Ebb and Flow
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Tidal Surge. As an action you unleash a 15-foot-wide wall of crashing water. Each creature in a 30-foot line must make a Strength save 5+ your paladin lvl, or take radiant damage equal to your paladin level and be pushed or pulled (your choice) up to 20 feet. Creatures that end this movement against a solid object take an extra 1d6 bludgeoning damage.
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Lustral Spray. As an action you radiate sparkling sea mist. Choose up to six creatures you can see within 30 feet. Each gains temporary hit points equal to 1d6 + your Charisma modifier and is cleansed of one disease or one poison effect.
Current-Bearer Aura
While you’re conscious, you and friendly creatures within 10 feet (30 ft at 18th level) gain a swim speed equal to their walking speed and can breathe water. In addition, hostile creatures treat water inside the aura as difficult terrain, their swim speed halved by contrary currents you command.
Current Shield
When you take damage, you can conjure a swirling shield of high-pressure seawater. Reduce that damage by 2d8 + your Charisma modifier, then push each creature of your choice within 10 ft of you 10 feet away and deal them 1d6 cold damage. You can use this reaction a number of times equal to your CON proficiency bonus per long rest.
Power of The Deep Blue
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Form. Your body becomes semi-liquid. You gain a 100 ft swim speed, 40 ft hover speed, and can squeeze through gaps as small as 1 inch without squeezing penalties.
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Tidal Burst. Once on each of your turns when you hit with a weapon, a ring of pressurized water explodes from the point of impact. All creatures you choose within 10 ft of the target take 3d8 cold damage and must succeed on a Strength save or be knocked prone.
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Wave-Stride. You and allies within 30 ft can walk on water and ignore underwater difficult terrain.
You glow with deep-sea bioluminescence audible as distant breakers. You may end the effect early as a bonus action.
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