Paladin: Oath of the Pirate Code

by Cheesie

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Paladin: Oath of the Pirate Code

You've made not only an oath, but a promise. The Oath of the Pirates Code set paladins on the path less traveled by the holy kind. Treading lightly and using coordination with his crew to achieve victory.

Tenets of The Pirate Code

Guilt of Cowardice Those that flee over saving the life of their crew, shall suffer.

Guide to Those If another who follows the code needs guidance you will offer it to them.

Ready for Endevours Keep your arms clean and at the ready.

Fair is Fair Everyone gets compensated a fair amount. Those who are gravely injured or lose a limb get extra compensation.

Treason Means Death He who follows and willingly breaks any of the tenets of the Pirate Code means to treason, and is punishable by death.

Level Spell
1 Catapult, Ensnaring Strike
5 Flame Blade, Hold Person
9 Tidal Wave, Fireball
13 Sickening Radiance, Watery Sphere
17 Conjure Volley, Flame Strike

Thieves Cant

During your training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Trial By Fire As a bonus action you can ignite the flames of battle against a creature of your choice. For the next minute, whenever you deal damage to that creature they take an additional fire damage equal to your PB.

Parley Although not a rule, pirates can call for a parley to end arguments. As an action you can target a creature within 30 feet and attempt to parley. The creature makes a Charisma save against your spell save DC. On a failure, the creature will agree to halt its attacks for 1 minute or until they are targeted by an attack or forced to make a saving throw. After 1 minute if their is no diplomatic solution made to solve the issue that caused the fight to begin with, they will continue their attacks.

Aura of The Crew

Starting at 7th level, everyone around you feels like they are part of something bigger and work together better in your presence. While you’re not incapacitated, you and creatures of your choice within 10 feet gain a bonus to any ability checks made equal to your proficiency bonus.

Crew Strike

Starting at 15th level, you know how to turn the tide. As a bonus action, you can command an ally and allow them to take an action.

Mantle of a Captain

Starting at 20th level, you take on the mantle of the captain. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your AC goes up by 2.
  • You gain an additional attack.
  • Any Charisma check is made with advantage.
Created by : Grey Paradiso
Version: 1.0
Last Updated: 8/18/2023
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