Oath of the Mariner (5e Subclass)

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Oath of the Mariner[edit]

Paladin Subclass


Oath of the Mariner Paladins, sometimes just referred to as “mariners”, dedicate their life to the sea. They may be in service to a king’s navy or a mercenary that specializes in protecting trade ships from sea monsters or swashbucklers. Some mariners even turn to piracy as a way of living. In any case, these paladins are a must for any nautical crew, and some may even command a fleet of their own.


Tenets of the Mariner

Vigilance. The sea is as unpredictable as it is unforgiving. Always be on guard.

Responsibility. Every crewmate has a job to do, from the captain to the deck swabber. Always do your duty.

Discretion. Loose lips sink ships.

Revelry. Time away at sea can drive any sailor mad. Drink, sing, and be merry!


Oath Spells
Paladin Level Spells
3rd create or destroy water, thunderwave
5th enhance ability, skywrite XGE
9th clairvoyance, protection from energy
13th control water, freedom of movement
17th control winds XGE, hold monster
Seafarer[edit]

At 3rd level, choose one of the following skills: Athletics, Investigation, Perception, or Survival. In addition, choose either navigator’s tools or cartographer’s tools. You gain proficiency in the skill and tools you choose, if you don’t have them already, and you can add double your proficiency bonus to rolls made with that skill or those tools.

In addition, you gain a swim speed equal to your walking speed, and the amount of time you can hold your breath is doubled.


Channel Divinity: Thundercrash

When you hit a creature with your Divine Smite, you can use this Channel Divinity as a bonus action. Choose a number of creatures up to your Charisma modifier that you can see within 30 ft of you. Those creatures must make a Constitution saving throw. They take thunder damage equal to the damage from your Divine Smite on a failed save, and half as much on a successful one.

Channel Divinity: Weathering the Waves

When a creature you can see within 60 ft of you fails a Strength, Dexterity, or Constitution saving throw, you can expend this Channel Divinity as a reaction. The creature adds +10 to that saving throw. They also gain temporary hit points equal to twice your paladin level. These temporary hit points disappear after 1 hour.


All Hands on Deck[edit]

At 7th level, you add your Charisma modifier to your initiative. In addition, when you roll for initiative and are not surprised, you and any allies within 10 ft of you can immediately move up to half their movement speed.

At 18th level, this applies to you and allies within 30 ft of you.


Sea Legs[edit]

At 15th level, when you fail an ability check or saving throw that would knock you prone or move you against your will, you can choose to succeed instead. You can do this a number of times equal to your Charisma modifier (minimum 1).

In addition, your connection to the sea wards off effects that would evoke nausea or confusion. You have resistance to poison damage and immunity to the poisoned and stunned conditions.


Eye of the Storm[edit]

At 20th level, you can invoke the power of a wrathful typhoon. As a bonus action, you gain the following benefits for 1 minute:

  • You are immune to lightning and thunder damage.
  • You exude an aura in a 10-ft radius centered on yourself. Hostile creatures treat this radius as difficult terrain. Whenever a hostile creature enters this radius or ends their turn in it, they must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Once on each of your turns, when you use the Attack action to make a weapon attack, you can use your bonus action to cast lightning bolt as a 3rd-level spell without expending a spell slot. When you cast lightning bolt using this feature, you can choose creatures in the line to automatically succeed the saving throw.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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