Paladin
Base Class: Paladin

A paladin who swears an oath of the swamp must be kind and care for others, but may kill to defend those they see as friends and family.

This oath channels the power of southern hospitality, humid summers, and good food to power the paladin's divinity and kind nature.

Oath Spells

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

Oath of the Swamp Spells
Paladin Level Spells

3rd

heat metal, fire bolt

5th

stinking cloud, misty step

9th

insect plague, scrying

13th

control water, freedom of movement

17th

summon dragon, time stop*

Channel Hospitality

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

Swamp Layer. As an action, you channel the swamp to create a thick haze of fog that surrounds you for 25 feet in all directions. The haze moves with you, remaining centered on you and making its area lightly obscured. You and each creature within 10 feet of you instead treat the area as not obscured. Using a bonus action, within a 10 ft in all directions around you that is in the haze is covered in mud and swampy vines, becoming difficult terrain for you and for anyone caught in it. If a creature has a flying speed, including you, it is reduced to zero. 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 swamp-puppy. As a bonus action, you channel the powerful might of the 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 grapple the target. If grappled, the target takes heat damage equal to your Charisma modifier.

Rules Tip: Visibility

Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can’t see in. Creatures that can’t see automatically fail ability checks that require sight. Also, attack rolls against creatures that can’t see have advantage, and their own attack rolls have disadvantage.

Creatures in a lightly obscured area have disadvantage only on Wisdom (Perception) checks that rely on sight.

Aura of the bayou

Starting at 7th level, you fill nearby creatures with the strength of a hundred angry southern grandmothers. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be frightened or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already frightened or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints or can expend a bonus action to no longer be frightened.

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

Eye of the hurricane

At 15th level, you can call on the force of hurricane winds as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 force damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone. Once per short rest you can increase your flight speed by 30 ft for 5 min, if you don't have a flying speed, you now have a flying speed of 30 ft.

Cajun cookout

At 20th level, you learn to channel the spirits of historic Cajun cooks to briefly become a paragon of legendary bayou dwellers. As an action, you embrace these spirits of the swamp to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a flying speed equal to your walking speed. If you already have a flying speed, it is doubled.
  • If 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.
  • 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 finish a long rest.

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