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Oath of Open Sea

Oath of the Open Sea Paladin

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travellers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.
hit dice: 1d10 per Oath of the Sea Paladin level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.
  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • (a) a priest's pack or (b) an explorer's pack

  • Chain mail and a holy symbol

  • spellcasting:

    Oath Spells

    You gain oath spells at the paladin levels listed.
    Oath of the Open Sea Spells
    Paladin Level Spells
    3rd Create or Destroy Water, Expeditious Retreat
    5th Augury, Misty Step
    9th Call Lightning, Tidal Wave
    13th Control Water, Freedom Of Movement
    17th Commune With Nature, Maelstrom
    class features:
    All Paladin class features.
    subclass options:

    Tenets of the Open Sea

    No Greater Life than a Life Lived Free: One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.   Trust in the Seas: The guidance of a strong breeze. The rumbling warnings of a coming storm. Heed the her warnings and never turn turn your back on the seas.   Defender of Oceans: One knows that the seas belong to no mortal, you must keep the sea free of oppression and those who would seek to abuse its gifts.   Explore the Uncharted: Never back down from the yearn of adventure, a warrior of the sea must never turn down adventure without good reason for doing so.  

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Marine Layer: As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog 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.  

    Aura of Liberation

    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 cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.   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.  

    Mythic Swashbuckler

    At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:
    • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks.
    • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
    • You can take the Dodge action as a bonus action.
    • 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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