Oath of the Deep (5e Subclass)
From D&D Wiki
Oath of the Deep paladins are sacred warriors with a powerful bond with the oceans. The paladins who swear this oath are often members of coastal communities, ocean denizens, sailors, or servants of a powerful entity that resides on the ocean deep. While in land, they act as emissaries of those their sworn to serve and protect, fighting against those who pose a threat to the sovereignty of the group or being they represent. They usually wear on their garments shells, coral, and pearls, as a symbol of their connection with the seas.
|Sea Paladin Orc by Heather Uebel|
Tenets of the Deep
Protect the Ocean. You are a servant of the ocean itself and its denizens, and you must fight to protect the environment and the life of those who depend of the ocean to live.
Love the Storms. You must embrace the conflicts of the life, and remain calm and confident even in the presence of a perfect storm.
Ride the Tides. You must travel like the running water, following the waves and going whenever they take you, fighting your battles along the way.
You gain oath spells at the paladin levels listed.
|3rd||create or destroy water,animal friendship|
|5th||beast sense, gust of wind|
|9th||tidal weave, water breathing|
|13th||control water,black tentacles|
|17th||maelstrom, control winds|
Weave of Destruction: You can conjure a body of water, hurling a powerful weave onto your enemies. All creatures on a 30 feet cone must make a dexterity saving throw against your spell save DC, or will receive bludgeoning damage equal to your paladin level, and be pushed 10 feet away from you.
Deep Sea Ambassador: For 10 minutes, you gain an supernatural affinity with sea inhabitants. You can communicate with any creatures with the Water Breathing or Amphibious trait for telepathy, up to a range of 30 feet. For the duration, you can make Charisma checks with advantage against those creatures.
Starting at 7th level, you and friendly creatures within 10 feet can see through both magical and nonmagical darkness out to a range of 60 feet. In addition, each friendly creature within the aura range can breath underwater and gain a swim movement speed equal to your walking speed movement.
At 18th level, the range of this aura increases to 30 feet.
Embrace of the Ocean
At 15th level, you become adapted to even the most extreme ocean depths. You have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Avatar of the Seas
At 20th level, for one minute. For the duration, you gain the following benefits:
- You can manifest a natural weapon, that you can use to perform a unarmed strike as a bonus action. This unarmed strike can either be shark teeth, dealing 2d6 damage; or tentacles, dealing 1d10 damage and with reach property.
- You flood the battlefield. Any creature, besides you, in the area of your aura, are considered in difficult terrain.
- When a creature moves within 5 feet of you, you can use your reaction to cause lift a weave 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.
- 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