Base Class: Paladin
Tenets Of the sea
Discovery. the sea is a vast land of undescovered wonders always straive to find more
Be the storm. in battle youre the most dangerous in the field make them fear you.
Follow your instintics a good sailor knows the hints of nature follow them
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Open Sea 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
One with the sea. you can use bonus action to give you and any creature of your choice up to 30 feet underwater breathing as well as ignore any underwater penalities to attack and movement for a number of hours iqual to 1 + your charisma modifier ( minimium of 1)
Bring the Thunder. you can use a action to create a thick cloud of fog that surrounds you and heavily obscures the area for 10 feet in all directions, following you as you move. You and all non-hostile creatures within 10 feet of you instead treat this fog as lightly obscured. This fog lasts for 5 minute, spreads around corners and cannot be dispersed, any hostile creature that enters, leaves or stay in this area will take eletric or thunder damage, up to the caster's choice, iqual to caster's charisma modifier
Aura of wonderlust
The lust for discovery compels you and your group to seek out the hidden wonders and the dangers of the unknown straight on
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any non-hostile criature within 10 feet of you gain a bonus to wisdom (perception), inteligence (investigation) checks and to passive perception iqual to your charisma modifier
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Crashing Wave
Any sailor knows that the sea always fight back
At 15th level, you can call crashing waters around you to rebuke your enemies, as a reaction whenever a creature misses a attack. You can make a attack and if it hits the creature must succeed a Strength saving throw or be knocked prone.
Eye of the Storm
At 20th level, you learn to channel the spirit and the will of the sea itself . As an action, you embrace and become a manifestation of it, gaining the following benefits for 1 minute:
- you can make a extra attack with your attack action
- your movemt speed doubles and leaving attack areas doenst trigger opportunity attacks and you cant be affect by any effect that hinders your movement
- You have advantage on all melee attacks
- You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
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