Base Class: Paladin
Pirates, smugglers, bounty hunters, and others who live on the fringes of civilized society have garnered an unsavory reputation for themselves. Yet sometimes from among these individuals there arises one who takes the Oath of Fortune and becomes a righteous warrior of the sea fighting for the ideals of freedom and adventure. Paladins of more established orders often see them as common criminals damaging the reputation of all paladins. Those who take this oath, however, believe they are freedom fighters battling the oppressive forces of imperialism and colonialism that threaten their way of life. They swear to strike down tyrants wherever they are found, and stand against the evils that lurk in the deep sea.
Paladins who take this oath may worship a god of the sea. They may also revere a legendary pirate or explorer of old that inspired them to take up arms and become a legend themselves. More often than not, however, their power simply comes from their zealous devotion to their cause and they are bound not by faith but by their duty to their crew.
TENETS OF FORTUNE
The tenets of the Oath of Fortune vary heavily between individuals, and some view them more as guidelines than actual rules, yet each paladin of this oath upholds the spirit of these tenets zealously.
Freedom. Tyranny is the greatest of all evils, and must be combated at all costs. Imperialism, colonialism, and slavery are threats to the freedom of people across the world.
Boldness. Act decisively and with courage. Never back down, no matter how badly the odds seem stacked against you.
Fairness. Every member of the crew deserves a voice and a share of the rewards.
Adventure. Gold and jewels are great, but the best treasure is a new experience. Always seek new horizons.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inspiring Presence. As an action, you inspire your allies with tales of daring and courageous deeds. Once before the start of your next turn, each creature of your choice that can hear you within 30 feet of you can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw of its choice. It can roll the die before or after making the ability check, attack roll, or saving throw.
Captain's Orders. As a bonus action, you can command an ally to attack. Choose a creature within 30 feet of you that can see or hear you. That creature can make one melee or ranged weapon attack with its reaction.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| 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 Freedom
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on ability checks and saving throws to avoid being grappled or restrained and do not provoke opportunity attacks when moving while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Indomitable Mind
Starting at 15th level, you have honed your mind against external forces that seek to damage or control it. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic, and whenever you succeed on one of those saving throws you can use your reaction to deal 2d8 + your Charisma modifier psychic damage to the spellcaster.
Wrath of the Sea
At 20th level, you gain the ability to harness the sea to destroy your enemies. As an action, you can become embroiled in a swirling maelstrom of wind and water, gaining the following benefits for 1 minute:
- Weapon attacks against you have disadvantage.
- Whenever you use your Divine Smite feature, you deal an additional 2d8 thunder damage and each creature of your choice within 5 feet of you is pushed up to 10 feet away from you in a straight line.
- You gain a flying speed and a swim speed equal to your walking speed.
Once you use this feature, you can’t use it again until you finish a long rest.
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