Paladin: Oath of the Open Sea

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of the Open Sea Spells

Paladin LevelSpells
3rdarmor of agathys, create or destroy water
5thmisty step, warding wind
9thtidal wave, water breathing
13thcontrol water, watery sphere
17thcommune with nature, maelstrom

Channel Divinity

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

Channel Divinity: Marine Layer

As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. 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).

Channel Divinity: Fury of the Tides

As a bonus action, you 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 Charisma modifier.

Aura of Liberation

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice in 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.

Stormy Waters

At 15th level, 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 succeed on a Strength saving throw against your spell save DC or be knocked prone.

Mythic Swashbuckler

At 20th level, you learn to channel the spirits of historic sea captains to embrace the spirits of the sea to briefly become a paragon of heroic adventure. As a bonus action, you gain the following benefits for 1 minute:

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 mana to use it again.