[Paladin] Oath to the Depths

by Dyre

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"Pisces" by Alexandra Petruk

Oath to the Depths

Oath of the Depths Spells
Paladin Level Spells
3rd Create or Destroy Water, Fog Cloud
7th Darkvision, Misty Step
9th Tidal Wave, Water Breathing
13th Freedom of Movement, Watery Sphere
17th Maelstrom, Steel Wind Strike

Trident Fighting Style

When you take this oath at 3rd level, you may swap your current fighting style with this one.

Trident Fighting Style. You gain a +1 bonus to attack rolls you make with a trident. When you hit a creature with a melee weapon attack with a trident, you can move it up to 5 feet in any direction.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

Shifting Tides. As an action, you can utter a word of power and evoke the might of the depths. You can teleport up to 30 feet away. Upon arrival, you force each creature of your choice within 30 feet of you to make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is moved up to 15 feet away from you. On a successful save, a creature takes half as much damage and isn't moved. This damage increases to by 1d8 at 5th level (3d8), 11th level (4d8) and 17th level (5d8).

Part the Seas. When you hit a creature with a thrown weapon attack with a trident, you can invoke divine lightning and use your Divine Smite feature on the attack. If you do so, each other creature within 5 feet of the target creature must make a Dexterity saving throw. On a failed save, a creature takes damage equal to half your rolled Divine Smite damage. On a success, it takes a quarter of it.

Aura of Pressure

At 7th level, you constantly emanate an aura of intense oceanic pressure within 10 feet of you.

Ranged attacks against creatures of your choice within your aura are made at disadvantage.

At 18th level, your aura extends to 30 feet around you.

Underwater Formation

At 7th level, during a long rest, you can touch a number of creatures equal to 3 + your Charisma modifier.

These creatures are blessed by the seas, gaining a swimming speed equal to their walking speed, and gaining the ability to breathe underwater. This effect lasts for roughly one adventuring day.

Deep Pressure

At 15th level, the pressure around you becomes extremely difficult to escape.

Whenever you hit a creature with a melee weapon attack, its speed is halved until the start of its next turn as long as it is within your aura. If you use your Divine Smite feature on the attack, it must succeed on a Strength saving throw or be knocked prone.

Oceanic Avatar

At 20th level, you obtain the ability to call forth the ocean's true power, becoming the embodiment of its might. As a bonus action, you gain the following benefits for 1 minute:

  • All ranged attack rolls against you are made at disadvantage.
  • You can swim through empty space as if you were underwater, and your swimming speed is doubled.
  • You cannot be targeted by opportunity attacks while swimming.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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