Paladin
Base Class: Paladin

The Oath of the Undersea binds a paladin to the ideals of the underwater world of the Undersea. These knights of the deep are tasked with preserving the deep's ways, and paladins that swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the sea. They adorn their armor with decorations for the sea - coral, seaweed, and sea stars - to reflect their commitment to preserving light and life under the surface.

Level 3: Oath of The Undersea Spells

You gain oath spells at the paladin levels listed in the Oath of the Undersea Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Devotion Spells
Paladin Level Spells
3 Create or Destroy Water, Shield of Faith
5 Silence, Enhance Ability
9 Leomund's Tiny Hut, Tidal Wave
13 Control Water, Resilient Sphere
17 Wall of Force, Maelstrom

Level 3: Thalassic Bubble

You can call on the deep magic of the undersea and create a magical bubble to trap your foe. As an action, you encase a creature or object of Large size or smaller within 10 feet inside of a magical bubble of force. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed in a floating bubble for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While inside the bubble, a creature is restrained and physically restricted to the bubble's interior. No physical objects or spell effects can pass through the bubble. A creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The bubble is weightless, just large enough to hold the creature inside, and hovers 3 feet off the ground. Other creatures can move the bubble at half of their speed. A creature restrained in the bubble or one that can touch the creature can use its action to make a strength check and attempt to burst the bubble. On a success, the target is freed.

Prophetic Screwup

You are the supposed hero of prophecy. When you roll for an attack, you can use your channel divinity to automatically hit a creature with the attack. Alternatively, on a skill check or saving throw, you can choose to automatically succeed as if you had rolled a 20. You can apply this bonus after you roll, but before you know the result. Any time before you regain the use of this channel divinity, the DM can have you automatically fail an attack roll, skill check, or saving throw as if you had rolled a 1.

Level 7: Aura of Preservation

Starting at 7th level, you have learned how to keep yourself and your allies protected with watery bubbles of force. You and creatures within 10 feet of you have resistance to bludgeoning damage. In addition, when a creature within this aura is damaged by a melee attack and the attacking creature is Large size of smaller, you can use your reaction to force the attacking creature to make a Strength saving throw. On a failed save, the attacker is pushed away a number of feet equal to the damage dealt by the attack, rounded to the nearest multiple of 5.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Level 15: Blessing of the Deep

At 15th level, you can call on the force of crashing waters to strengthen your reprisal. When you use the Reaction granted by your Aura of Preservation, on a failed save the creature additionally takes bludgeoning damage equal to your Paladin Level and is knocked Prone.

Level 20: Champion of the Undersea

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 attack rolls against creatures without an innate swimming speed.
  • Your allies gain +2 to their AC while within 30 feet of you
  • Whenever a creature hits you with a ranged attack, some of the effect bounces back, and you both take half of the attack's damage.

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

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