Base Class: Paladin
Your confidence and dedication to following the tenets of the sea has made yourself worthy of admiration and powers. You swear to fight to protect those rules and demolish the vessels of those who stray from that path. You have seen both the best and worst of the seas and you know there is no room for cowardice.
Level 3: Oath of the Admiral Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Armor of Agathys, Command |
| 5 | Captain's Smite, Gust of Wind |
| 9 | Beacon of Hope, Wall of Sand |
| 13 | Freedom of Movement, Stoneskin |
| 17 | Anti-life Shell, Flame Strike |
Level 3: Vesselborn
Your years upon the open sea have shaped the sailor you became. Whether pirate, merchant, or naval officer, the tides have forged unique strengths within you. When you gain this feature, choose one of the following paths.
Child of the Jolly Roger
Your time among pirates and raiders sharpened your instincts and taught you how to move swiftly across hostile decks.
While aboard a ship you do not own or command:
- You may take the Dash, Disengage, or Hide action as a bonus action.
- You ignore the effects of difficult terrain.
You may also cast Grease with your channel divinity.
Child of the House
Your years among merchant fleets taught you diplomacy, negotiation, and the value of a silver tongue.
You gain:
- proficiency in Persuasion and History if you do not already possess them,
- and advantage on Charisma checks made to negotiate prices, contracts, or trade agreements.
- You may cast charm person using your channel divinity.
Child of Maritime Law
Your service aboard military warships hardened your body and disciplined your resolve.
You gain proficiency in Constitution saving throws.
When using the "fire cannon" spell, on a successful hit, you may use a channel divinity to force the target to roll a charisma save. On a fail, they take radiant damage equal to your highest level up-cast divine smite.
Level 7: Aura of the Admiral
Starting at 7th level, whenever a friendly creature within 10 feet of you fails a Charisma or Wisdom saving throw, you may use your reaction to allow that creature to reroll the saving throw.
If the creature succeeds on the reroll, you both suffer no effect.
If the creature fails the reroll, you are subjected to the same effect or condition caused by the failed saving throw, if possible.
At 12th level, you also provide a +1 bonus to both wisdom and charisma saving throws in your aura.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Smite of the Confederation
Whenever you use Divine Smite or Captain’s Smite, you and friendly creatures within 30 feet of you gain advantage on the next Constitution saving throw made to maintain concentration before the start of your next turn.
Additionally, creatures benefiting from this feature gain temporary hit points equal to your Charisma modifier.
Level 20: Supreme Spoken Word
Your voice carries the supernatural authority of a true master of the seas.
You gain a number of Spoken Authority charges equal to your proficiency bonus. You regain all expended charges when you finish a long rest.
When you or a friendly creature within 60 feet makes an attack roll or saving throw, you may expend one charge as a reaction to grant that creature overwhelming guidance. The creature may roll an additional d20 and choose which of the dice to use.
A creature may benefit from this feature only once per roll.
If the roll succeeds, the chosen creature gains temporary hit points equal to twice the paladin's charisma bonus.
If the roll is to prevent charmed, it is automatically passed.
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