Paladin
Base Class: Paladin

Those that take the oath of the deep often bind themselves either to some godlike entity within the deep, or to the essence of the deep itself.

Tenets of Devotion

Revel in Storms. The rumbling thunder of conflicts are undeniable. Learn to remain confident and calm in times of unrest.

Guard the Seas. You have sworn yourself to the ocean and its denizens, and it is your duty to protect them.

Go With the Tide. Never sit still, lest complacency find you. Allow the tides of change bring you to where you need to be.

Channel Divinity

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

Gifts of the Deep. As an action, you can use your Channel Divinity to attune up to ten willing creatures that you can see (including you) to the murky depths for 8 hours. Each chosen creature gains the ability to breathe underwater, a swimming speed equal to their walking speed, and darkvision out to 60 feet while underwater.

Storm Surge. As an action, you can enchant one weapon with the might of the deep, covering it in sharp coral or electrifying its edges. For 1 minute, whenever you hit a creature with that weapon, you deal additional damage to that creature equal to your Charisma modifier (minimum of 1). This damage is either cold or lightning, which you choose when you activate this channel divinity. In addition, when you use a Divine Smite with that weapon, you can choose for the additional damage dealt by that Divine Smite to be cold or lightning damage instead of radiant damage. Finally, the weapon is considered magical for the duration.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Deep Spells
Paladin Level Spells

3rd

Armour of Agathys, Thunderwave

5th

Darkness, Shatter

9th

Call Lightning, Tidal Wave

13th

Control Water, Storm Sphere

17th

Control Winds, Maelstrom

Echolocation

Starting at 7th level, you constantly emanate an aura of faint sound while you aren’t deafened, granting you some measure of echolocation. You have blindsight out to 10 feet. This doubles to 20 feet while you are underwater.

When you reach 18th level, the range of the aura increases to 30 feet, or doubled to 60 feet while you are underwater.

Crashing Waves

At 15th level, you can follow up your attacks with a deluge of water that slams into your foes. Once per turn, when you hit a creature with a melee weapon attack, you can make a Shove attack against that creature.

Form of the Leviathan

At 20th, you can channel the power of the ancients of the deep. As an action, you can undergo a transformation, gaining the following benefits for 1 minute:

  • Your size increases by one category.
  • Your Strength and Constitution become 20, if they aren’t greater than that already.
  • You have proficiency in Strength and Constitution saving throws.
  • You gain a magical ward around you with a number of hit points equal to your Charisma score. Whenever you take damage, the ward takes damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. At the start of each of your turns, your ward regains hit points equal to your Charisma modifier.
  • You can use your Crashing Waves feature whenever you hit a creature with a melee weapon attack, rather than once per turn.

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

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