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Oath of the Corsair

Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
All Hands on Deck. As an action on your turn, you bellow out a command to your crew. Any allied creature that can hear you within 60ft can use their reaction to immediately move up to half of their move speed, without provoking opportunity attacks.   Wrath of the Sea. When you hit a creature with a melee attack, you can invoke this channel divinity to imbue your strike with the power of the sea. Choose either cold, lightning, or thunder damage. All damage done by your attack changes to the chosen type. Additionally, you may reroll any 1's or 2's on your damage dice, but must keep the new rolls.

Oath Spells

Paladin Level Spells
3rd Fog Cloud, Zephyr Strike
5th Arcane Lock, Warding Wind
9th Thunder Step, Tidal Wave
13th Control Water, Storm Sphere
17th Control Winds, Maelstrom

Aura of Gallantry

Starting at 7th level, your presence inspires your allies to stand and fight. You, and creatures within 10ft. of you cannot be knocked prone and have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks while you are conscious. At 18th level the range of this aura increases to 30ft.

Strength of the Seas

Beginning at 15th level, those who dare to strike you are punished by the seas for their mutinous actions. Whenever a creature hits you with an attack, that creature takes your choice of cold, lighting, or thunder damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Grand Captain

At 20th level, you can become an embodiment of the high seas. You become a terrible, yet inpiring, sight to behold as the wind and waters of the high seas swirl around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.
  • You are immune to cold, lightning, and thunder damage.
  • You can cast the Command spell at 1st level as a bonus action on each of your turns without using a spell slot.
  • When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be thrown back 20ft. and knocked prone.

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