Paladin - Oath of the Waves

NOTE: This homebrew archetype is a rework from another subclass found online. You can find it here: https://homebrewery.naturalcrit.com/print/B1mSGORM5m?dialog=true

Oath of the Waves


  Paladins that follow the Oath of the Waves embody the awe-inspiring power that people feel when they are near the ocean, lost in its vastness and its mystery. Paladins of this oath are sometimes known as Children of the Deep and because of their unpredictable nature they are both feared and loved. Just like the sea, you never know when danger is just around the corner and when a peaceful and happy day will turn into a deadly tempest!
  These warriors use their powers to keep enemies at bay so that their allies are able to attack without fear of reprisal and they strike with overwhelming attacks that crush their opponents’ defenses
 

Tenets of the Waves

Wild, like the ocean itself, the tenets of the Oath of the Waves are 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.
  Stand Firm. The ocean is an undying force of nature, who never gives into the will of mortals. In the face of adversity stand as strong and as relentless as the crushing waves.
  Be Free. The sea is boundless. She is governed by none! Those who live within her grace know what true freedom feels like and can never be bound by others nor suffer the enslavement of the innocent.
  Strike Awe. Show off the power and might that the ocean has to offer. Make wary those who would otherwise cross your path and stand against you.
  Protect Life. The ocean is the cradle of all life, with everything tracing its roots back to the sea. It is your duty to protect this life, and strike down the monstrosities who seek to harm it.
 

Oath Spells

You gain oath spells at the paladin levels listed.
  3rd --- heroism, fog cloud
5th --- misty step, warding bond
7th --- control water
9th --- haste, sleet storm
13th -- freedom of movement, storm sphere
17th -- control winds, maelstrom

 
 

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 radius 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.
  Siren’s Call. You can use your Channel Divinity to sing an ancient song that enthralls and captivates the listener. A creature of your choice that is able to listen to you must make a Wisdom saving throw. On a failed save choose one of the following effects:

1. The creature is confused. It has disadvantage on attack rolls for the next 1d4 rounds.
2. The creature is enthralled by you. For 1d4 + 1 minutes the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.
3. The creature is charmed by you. For 1 minute (you need to be concentrated) the charmed creature cannot Attack you or target you with harmful Abilities or magical Effects. Also you have advantage on any ability check to interact socially with that creature.

Aura of The Defender

At 7th level you gain the ability to breath under water.
Also, you and friendly creatures within 10 feet of you have advantage in saves that makes you move against your will. At 18th level, this aura increases to 30 feet.
 

Protection of the Deep

Beginning at 15th level, you are always under the effects of a freedom of movement spell.
 

Storm of the Leviathan

(This is still under consideration)
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.







Cover image: Umara Entangler by James Ryman

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