Paladin
Base Class: Paladin

Those who sail the seas or live by the water offer small prayers and offerings, often not out of devotion but for fear of the gods retaliation. It is accepted, rather begrudgingly, that these citizens do so as to appease the deity before voyage or flood season, to appease the deep to keep the tide at bay for another season.

Oath Spells

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

Oath of the Flood Spells
Paladin Level Spells

3rd

arms of hadar, create or destroy water

5th

darkness, tidal grasp

9th

tidal wave, water walk

13th

control water, black tentacles

17th

maelstrom, wrath of nature

Channel Divinity

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

Inky Cloud. As an action you can channel Scu'djath to create a thick cloud of grease that surrounds you and heavily obscures the area and creating difficult terrain for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat the cloud as lightly obscured. The cloud lasts for 10 minutes, spreads around corners and cannot be dispersed.

Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.

Diving Aura

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 can breather underwater, as well as ignore penalties on movement, ability checks, saves, skills, or attacks while underwater.

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

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.

Dive Master

At 20th level, you can manifest the power of the ocean with a duration of 1 minute, gaining the following benefits:

  • You can manifest a natural weapon, that you can use to perform a unarmed strike with a tentacle as a bonus action against a creature within 10 feet, dealing 1d10 bludgeoning damage on a hit.
  • You flood the battlefield. Any hostile creature in the area of your aura is considered in difficult terrain.
  • When a creature moves within 10 feet of you, you can use your reaction to cause lift a wave from the flooded ground around you. The creature must make a Strength saving throw against your spell save DC. On a failed, you can chose to either knock the creature prone or push the creature 10 feet away from you and is knocked prone.
  • You can use your reaction on your turn to use the water around you to move, increasing your movements speed by 10 feet.

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

Comments

Posts Quoted:
Reply
Clear All Quotes