Paladin
Base Class: Paladin

Paladins who swear the Oath of the Tide are driven not by faith in gods, but by loyalty to those they protect and a bond with the ocean itself. They may be exiles, survivors of betrayal, or warriors reborn in the crushing depths. These paladins embody the relentless will of the sea—sometimes calm, often raging, but always unyielding.

The Oath of the Tide binds a warrior not to divine law but to an ancient, primal force. Their magic flows not from prayer but from the depths—the tide answers their will.

The tenets vary among those who follow this path, but they are often etched into driftwood, chanted before storms, or tattooed into skin.

- Loyalty Above Law. Protect those you call kin, no matter who names them outcasts.
- Endure the Storm. Grief, pain, and betrayal are not weaknesses. They are waves to ride and fuel for the fight.
- Strike Like the Sea. Do not hesitate. The tide does not ask permission.
- Respect the Deep. The ocean remembers. So must you.

Level 3: Oath of the Tide Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Tide Spells table, you thereafter always have the listed spells prepared.

Oath of the Tide Spells
Paladin Level Spells
3 Thunderwave, Fog Cloud
5 Mirror Image, Misty Step
9 Tidal Wave, Water Breathing
13 Freedom of Movement, Control Water
17 Commune with Nature, Maelstrom

Level 3: Dread of the Deep

You exude the crushing pressure of the abyss. As an action, force all creatures of your choice within 30 feet to make a Wisdom saving throw. On a failure, they are frightened for 1 minute. They may repeat the save at the end of each of their turns.

Level 3: Call of the Drowned

You summon the drowned spirits beneath the sea. One undead within 30 feet must make a Wisdom saving throw or be charmed by you for 1 minute. It obeys your commands as if pulled by the tide's memory.

The creature becomes inhabited by spirits from the deep, indicated by sprouting barnacles and dripping saltwater.

Level 7: Aura of Crashing Waves

Hostile creatures that start their turn within 10 feet of you must make a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, they have disadvantage on concentration checks until the start of their next turn.

You and friendly creatures within the aura gain advantage on saving throws against being charmed or frightened.

Level 15: Tideforged Soul

Whenever you cast <em>Divine Smite</em>, you have the option to deal Thunder damage instead of radiant.
You gain resistance to cold and thunder damage.
If reduced to 0 hit points and not killed outright, you can drop to 1 HP instead. This ability refreshes on a long rest.

Level 20: Avatar of the Sea

As an action, you transform for 1 minute. While transformed:

- Your Strength and Constitution are set to 24, unless already higher.

 

- Hostile creatures that enter or start their turn within 10 feet take 2d6 bludgeoning damage and must succeed on a Strength saving throw or be pushed 10 feet away.

- You gain a swimming speed equal to twice your walking speed and can breathe underwater.

- You can cast Tidal Wave or Control Water once without using a spell slot. This feature can be used once per long rest.

-You are underwater at all times for spellcasting and ability interaction—Control Water and other effects treat you as if submerged in your native environment.

-You gain resistance to bludgeoning, cold, and thunder damage.

Previous Versions

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7/13/2025 1:00:43 PM
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