Paladin
Base Class: Paladin

The Oath of the Undersea binds a paladin to the ideals of the underwater world of the undersea. These knights of the deep are tasked with preserving the deep's ways, and paladins that swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the sea. They adorn their armor with decorations for the sea - coral, seaweed, seastars - to reflect their commitment to preserving light and life under the surface.

Oath Spells

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

Oath of the Undersea Spells
Paladin Level Spells

3rd

create or destroy water, shield

5th

silence, Enhance Ability

9th

tiny hut, tidal wave

13th

control water, resilient sphere

17th

wall of force, maelstrom

Channel Divinity

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

Thalassic Bubble. You can call on the deep magic of the undersea and create a magical bubble to trap your foe. As an action, you encase a creature or object of Large size or smaller within 10 feet inside of a magical bubble of force. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed in a floating bubble for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While inside the bubble, a creature is restrained and physically restricted to the bubble's interior. No physical objects or spell effects can pass through the bubble. A creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The bubble is weightless, just large enough to hold the creature inside, and hovers 3 feet off the ground. Other creatures can move the bubble at half of their speed. A creature restrained in the bubble or one that can touch the creature can use its action to make a strength check and attempt to burst the bubble. On a success, the target is freed.

Prophetic Screwup. You are the supposed hero of prophecy. Any time when you would roll for an attack, skill check, or saving throw, you can choose to automatically succeed as if you had rolled a 20. Any time before you regain the use of this channel divinity, the DM can have you automatically fail an attack roll, skill check, or saving throw as if you had rolled a 1.

Aura of Preservation

Starting at 7th level, you have learned how to keep yourself and your allies protected with magical bubbles of force. You and all friendly creatures within 10 feet gain temporary hit points equal to your Charisma modifier plus your proficiency bonus at the start of each of your turns and resistance to bludgeoning damage.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Bubble Trouble

At 15th level, you can create a damaging bubble of force around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d10 bludgeoning damage and must succeed a Strength saving throw or be restrained.

Hero of the Deep

At 20th level, you learn to channel the full power of the Undersea to briefly withstand any pressure. As an action, you embrace the strength of the ocean, gaining the following benefits for 1 minute:

  • You have advantage on all attacks, saving throws, and skill checks made against creatures without an innate swimming speed.
  • You gain +5 to your AC
  • When you are damaged by a ranged weapon or spell attack, the attacker takes half the damage of the attack.

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

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