Paladin
Base Class: Paladin

The Oath of the Open Sea changes for Rift Walkers 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table.

Oath of the Open Sea Spells
Paladin Level Spells
3rd create or destroy water, expeditious retreat
5th augury, misty step
9th call lightning, freedom of the waves
13th control water, freedom of movement
17th commune with nature, freedom of the winds

Channel Divinity

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

Marine Layer. As an action, you summon a dense shroud of oceanic fog that radiates outward from you in a 20-foot radius. The fog moves with you, moving as you move, and renders the area heavily obscured. However, you and creatures within 5 feet of you perceive the fog as only lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Fury of the Tides. As a bonus action, you call upon the driving power of crashing waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Aura of the Deep

Starting at 7th level, Your presence carries the stillness and resilience of the ocean’s depths, extending that protection to those around you. You and friendly creatures within 10 feet of you can breathe underwater and suffer no penalties from being submerged. Additionally, creatures affected by this aura gain a swimming speed equal to their walking speed.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Stormy Waters

Starting at 15th level, you can harness the force of surging waves to punish movement. When a creature enters or leaves your reach, you may use your reaction to lash out with that power. The target takes 1d12 bludgeoning damage and must make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone.

Mythic Swashbuckler

At 20th level, you can call upon the echoes of renowned seafarers, embodying their daring spirit for a short time. As an action, you invoke these maritime legends, gaining the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks, and you gain a climbing speed equal to your walking speed. If you already possess a climbing speed, it is doubled.
  • While you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
  • You can take the Dash or Disengage action as a bonus action on each of your turns.
  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

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

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