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### Oath of Fathoms The Oath of Fathoms is sworn by sailors and buccaneers alike. Any and all who traverse the high seas may take this oath as a solemn promise to their shipmates. It is a captain’s oath of loyalty to one’s crew, to guide them through the even the roughest waters. #### Tenants of Fathoms The tenets of the Oath of Fathoms (sometimes known as articles) vary from captain to captain, but they emphasize perseverance and teamwork above all else. ***All Hands on Deck.*** Every member of the crew shall get a chance to speak in all affairs of moment, and get an equal share of the spoils. Only exclude in the direst of circumstances, when not doing so would put the entire company at risk. ***Hoist the Colors.*** Present and keep a united front. Avoid actions and activities, such as games of chance, that might sow discontent amongst the company. ***Loyalty to the Crew.*** Stay loyal your crew and they in turn will stay loyal to you. So do not lose hope, even in the direst perils. ***Right of Parlay.*** Temper your zeal with mercy. There may come a time when your foes seek to parlay. Allow them to surrender, lest you become no better than a common brigand. ##### Oath of Fathoms Features | Paladin Level | Feature | |:---:|:-----------:| | 3rd | Oath Spells, Channel Divinity | | 7th | Aura of Swift Sails (10ft) | | 15th | Weight of Anchor| | 18th | Aura of Swift Sails (30ft) | | 20th | Ocean of Unity | #### Oath Spells You gain oath spells as the paladin levels listed ##### Oath of Fathoms Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *armor of agathys, create or destroy water* | | 5th | *misty step, rope trick* | | 9th | *daylight, tidal wave** | | 13th | *control water, watery sphere** | | 17th | *cone of cold, maelstrom** |
(*found in Elemental Evil Player's Companion) #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Keelhaul.*** You can use your Channel Divinity to create a tidal stream of water that pushes and pulls your foes. As an action, you can hurl an anchor of seawater at one creature you can see within 40 feet of you. The target must succeed on a Strength saving throw, or be pulled 40 feet closer to you and knocked prone. ***Through Squall and Storm.*** You can use your Channel Divinity to enhance your seafaring abilities. As a bonus action, you grant yourself a +5 bonus to all Water Vehicles checks, and Wisdom (Perception) checks that rely on sight, for 1 hour. #### Aura of Swift Sails Beginning at 7th level, your waterborne confidence inspires an aura of swift sailing. You and friendly creatures within 10 feet have immunity to the restrained condition, and moving through difficult terrain costs no additional movement. At 18th level, the range of this aura increases to 30 feet. #### Weight of Anchor Starting at 15th level, you infuse your strikes with the anchoring power of the ocean floor. When you hit a creature with a melee weapon attack, you can force the target to make a Strength saving throw against your paladin Spell save DC. On a failed save, the targets speed is halved until the end of their next turn, as they are weighed down by immense water pressure. #### Ocean of Unity At 20th level, you become one with the unfathomable power of the ocean. As an action, you can magically assume the form of oceans might, gaining the following benefits for 1 minute: - You have resistance to acid, cold and necrotic damage. - When a friendly creature enters your Aura of Swift Sails for the first time on a turn or starts its turn there, it gains 10 temporary hit points, which last until Ocean of Unity ends. - When a creature fails its saving throw against your Weight of Anchor feature, the targets speed is reduced to 0, instead of being halved. Once you use this feature, you cannot do so again until you finish a long rest.