🦸‍♀️(Legacy) 5e - Oath of the Open Sea🦸‍♀️

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.

TENETS OF THE OPEN SEA

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.
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 the Skies: The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.
Adapt Like the Water: The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
Explore the Uncharted: The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

Level 3: Oath Spells

You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.

3rd level: ☄️Create or Destroy Water, ☄️Expeditious Retreat

5th level: ☄️Augury, ☄️Misty Step

9th level: ☄️Call Lightning, ☄️Freedom of the Waves

13th level: ☄️Control Water, ☄️Storm Sphere

17th level: ☄️Freedom of the Winds, ☄️Maelstrom

Level 3: Marine Layer

As an Action, you use your channel divinity to channel the sea to create a thick cloud of fog that surrounds you in a 20 feet Emanation. The fog moves with you, remaining centered on you and making its area 💡Heavily Obscured. You and each creature within 5 feet of you instead treat the area as 💡Lightly Obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Level 3: Fury of the Tides

As a Bonus Action, you use your channel divinity to 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 a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your CHA modifier.

Level 6: Aura of Gallantry

You constantly emanate an energizing, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.

You and Creatures of your choice within your Aura cannot be ☠️Grappled or ☠️Restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

Level 9: Stormy Waters

You can call on the force of crashing waters as a Reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must make a STR Save. Failure: The Creature is ☠️Prone.

Level 13: Fury of the Seas

Those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your CHA modifier (minimum of 1).

Level 17: Grand Captain

You learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As a Bonus Action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

  • You have ADV on Athletics checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • You are immune to cold, lightning, and thunder damage.
  • You can take the ⚔️Dash or ⚔️Disengage Action as a Bonus Action.
  • You have ADV on DEX checks and Saves.
  • You can cast ☄️Command as a 1st-level spell, as a Bonus Action on each turn without expending a spell slot.
  • When you hit an enemy creature with a melee attack, they must make a STR Save. Failure: The Creature is ☠️Prone.

Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).