Paladin
Base Class: Paladin

Wild, like the ocean itself, the tenets of the Oath of the Waves is up to the whims of whichever paladin pledges themselves to the vast and mighty sea. While a paladin's own oath may be unique, they usually embody these four principles.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Channel Divinity

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

Wave Surge. You can use your Channel Divinity to conjure a storm around your foes. As an action, water and waves fill a 10 foot area you can see. When a creature first enters this area or starts their turn in the water, they must succeed on a Strength saving throw, or be knocked prone. While in the water, the area is counted as difficult terrain. The water and waves disappear after a minute, or if you end it as part of any other action.

Defend The Deep. You can use your Channel Divinity and chant an ancient prayer that are painful to abberations and undead. As an action, you present your holy symbol, and each abberation and undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for one minute.
A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions, For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Waves Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Waves Spells

 

Paladin Level

3rd

5th

9th

13th

17th

Spells

create or destroy water , fog cloud

gust of wind , shatter

call lightning , sleet storm

control water , storm sphere

control winds , maelstrom

Aura of Liberation

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.

Stormy Waters

At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.

Storm of the Leviathan

At 20th level, you become an aspect of the destructive power which, as an action, lets you summon a storm centered on you. For 1 minute, you gain the following benefits.

  • Strong winds surround you and buffet enemies. These winds cause the area 30 feet around you to count as difficult terrain against enemies. Also, if a spell such as Fog Cloud is cast within 30 feet of you or you enter the spell's radius while your storm is active, the strong winds end the spell's effects.
  • When you hit an enemy with a melee weapon attack, instead of dealing radiant damage with the divine smite feature, you can instead do an equal number of cold or bludgeoning damage.
  • You gain immunity to cold and bludgeoning damage.

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

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