Oath of the Sea
The Oath of the Sea is often taken by Tritons, Sea Elves, and other folk of the deep, as well as the land-welling folk who sail upon the high seas, who swear to defend their vast homes. They hold deep respect for nature and the seas, never settle, and find comfort in even the harshest storms.
Oath of the Sea Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Calm Seas |
| 15th | Protective Winds |
| 20th | Tempest Bringer |
Tenants
Though there are no strict tenets of this oath, paladins that swear to the sea tend to follow these guidelines.
Ride the Waves. Move always, as the ocean does. Be never still, and always seek new shores.
Trust the Winds. Know the fair sea breeze will always guide the way. Trust the winds to protect you from all dangers.
Embrace the Storm. Know the power of the storm, and feel yourself anchored within it. It bends to your will and will serve you loyally.
Crash Upon Your Foes. The wretched, the twisted, and the unholy must be crushed under the waves of your might. Smite any evil that would poison the seas.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Sea Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Create or Destroy Water, Thunderwwave |
| 5th | Gust of Wind, Shatter |
| 9th | Call Lightning, Tidal Wave |
| 13th | Control Water, Storm Sphere |
| 17th | Control Winds, Maelstrom |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Breath of the Deep. You can use your Channel Divinity to attune you and your allies to the depths of the sea. As an action, you can grant up to ten willing creatures with the ability to breathe underwater. Creatures affected by this ability also retain their normal modes of respiration. Additionally, selected creatures gain a swim speed equal to their walking speed. The benefits granted by this ability last for 24 hours.
Whirlpool. You can use your Channel Divinity to create a swirling pool around you that threatens to suck an inattentive foe down. As an action, water and waves fill a 10 foot area you. This area moves with you and is considered difficult terrain. When a creature first enters this area or starts their turn in the water, they must succeed on a Strength saving throw, or be knocked prone.The vortex subsides after a minute, or if you choose to end it.
Aura of Calm Seas
Beginning at 7th level, your attunement to the ever changing movement of the sea allows you to navigate any environment with ease. You and friendly creatures within 10 ft. of you ignore difficult terrain, cannot have their speed reduced, and being underwater imposes no penalties on the target's movement or attacks.
At 18th level, the range of this aura increases to 30 feet.
Protective Winds
Beginning at 15th level, you are always under the effects of a Warding Wind spell. You can disable or enable this ability at will as a bonus action. The winds do not deafen any creature within the radius.
Tempest Bringer
At 20th level, as an action, you summon a powerful storm around you to smite your enemies. For 1 minute, you gain the following benefits:
- The effects of your Protective Winds feature extend to 30 ft., and allies now ignore the ranged attack disadvantage.
- You gain immunity to lightning and thunder damage.
- When you take damage from an enemy within 30 ft., you can use your reaction to direct a bolt of lightning towards them. The creature must make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
Art Credit
Oath of the Gatewatch by James Ryman