Base Class: Paladin
This is a variety of paladin that that is specialized for a highly aquatic setting and is typically dedicated to Water or Sea deities if in the service of a god or goddess. The Oath of the Deep Paladins are sworn to turning the power of deep waters to their advantage and becoming a force that the terrors of the deep fear in their own right. Through their dedication and perseverance, they show that even the might of what is a source of fear for many can also be a source of power and encouragement. Some think these sorts of paladins have found a way to tap into the eldritch energies made use of by warlocks but so few cases of such examples are present that it’s believed these are just paladins that took on Warlock properties or straight up gained the powers of a warlock themselves for whatever reason.
Paladins that follow this path are usually in the sevice of deities that have some sort of association with the sea.
Channel Divinity
One with the Deep. As an action you can use your Channel Divinity to grant resistance to Cold type attacks and attacks that use water as the weapon or a component, this includes granting Advantage on saves pertaining to assaults that meet these criteria. This effect only lasts 5 minutes and cannot be used again until after a short or long rest.
Frigid Champion. As an action, you can make it so that your weapons and armor deal 4 d6 Cold damage. This power manifests as ice covering your exterior, and that of your weapons, and lasts for 15 minutes and cannot be used again until after a long rest, you can not gain access to this ability during a short rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Deep
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Deep
At 7th level, you and all allied creatures and people that start their turn or pass within 10 feet of you move at twice their swim speed and can use the dash action underwater to move three times the distance they normally would
Child of the Deep
At 15th level, you are always under the effects of the Freedom of Movement spell whenever you are in the water or any other liquid.
It Came from the Depths
At 20th level you can, as an action, gain the abilities of a Leviathan or Kracken or Ancient Bronze Dragon for 3 minutes. This ability can not be used again until after a Long Rest. This power manifests as the waters about you converging and coalescing into the form of the monster you have chosen to replicate, the roiling waters about you have the look of being tarnished and very opaque, bronze (Ancient Bronze Dragon) or silver (Leviathan) or jade (Kraken) color. Also, your access to the monster’s Legendary Actions is limited to One Per Encounter, so you better make it count when you do make use of it.
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