Paladin
Base Class: Paladin

Paladins who swear this oath cast their lot with the side of light in the cosmic struggle against darkness because they covet the beauty and power of the ocean and love the life-giving things of the world; not necessarily because they believe in principles of honor, courage, and justice. These Paladins tend to take positions of command. They are forces of nature and master tacticians, able to shift the tide with a few actions. They always strive to make the most of their surroundings and are able to issue commands to nature, as well as their allies and enemies alike - moving them as if chess pieces. They believe in preservation, seeking to destroy any who would bring harm or ruin to the wild. These paladins surrender their entire lives for the sake of nature and the thrill of being on the sea. 

Channel Divinity

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause chilled water to spring up and reach for a creature within 10 feet of you that you can see, freezing into ice around the lower half of their form. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the ice, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the ice breaks and melts, the water vanishing in an instant.

Call for Action. You can use your Channel Divinity to strengthen your allies. As an action, every allied creature within 30 ft. of you gains temporary HP equal to your Paladin level + your Charisma-modifier. Temporary HP gained by Call for Action resets when you take a Short or Long Rest.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Seafarer Spells
PALADIN LEVEL SPELLS

3rd

fog cloud, speak with animals

5th

misty step, moonbeam

9th

wind wall, water breathing

13th

greater invisibility, control water

17th

commune, control winds

Commanding Presence

Starting at 7th level, when an ally within 5 feet of you would take damage, you can use your reaction to command the enemy who is attacking them to target you instead, causing the target creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of the ocean, taking on an appearance you choose. For example, your skin might turn blue or take on a scaled texture, your hair might become seaweed, or you might sport shark fins or a scaled crest down your back.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  • You gain a swim speed of 60 feet.
  • You can cast tsunami once during the duration of your form. The spell is cast at 8th level and you do not need to meet the prerequisites for the spell's casting. It is considered a paladin spell and uses your spell save DC when determining saving throws. The spell's casting time is reduced from 1 minute to 1 action as your Elder Champion form calls forth the unbridled fury of the ocean. If you cast this spell, however, as your Elder Champion form fades you suffer 1 level of exhaustion.

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

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