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Paladin, Matt Mercer, Subclass with adjustments Oath of the Open Sea

Sep 20th, 2023
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  1. {"url":"https://www.dndbeyond.com/classes/paladin#OathoftheOpenSea","fields":[{"inline":false,"name":"Tennets","value":"**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.\n\n**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.\n\n**Adapt like the Water.** The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and 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.\n\n**Explore the Uncharted.** The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great."},{"inline":false,"name":"Oath Spells","value":"You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.\n\n```\nPaladin level   Spells\n====================================\n3rd:  Create or Destroy Water, Expeditious Retreat\n5th:  Augury, Misty Step\n9th:  Call Lightning, Tidal Wave\n13th: Control Water, Freedom of Movement\n17th: Commune with Nature, Maelstrom```\n\n(The spell list was adjusted since homebrew spells are not allowed on the server)"},{"inline":false,"name":"Channel Divinity","value":"When you take this oath at 3rd level, you gain the following two Channel Divinity options:\n\n- **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).\n\n- **Fury of the Tides.** As a bonus action, you can 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 weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier."},{"inline":false,"name":"Aura of Liberation","value":"Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.\n\nWhen you reach 18th level in this class, the range of the aura increases to 30 feet."},{"inline":false,"name":"Stormy Waters","value":"At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone."},{"inline":false,"name":"Mythic Swashbuckler","value":"At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:\n\n- You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.\n- If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.\n- You can take the Dash or Disengage action as a bonus action.\n- You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.\n\nOnce you use this feature, you can’t use it again until you finish a long rest."},{"inline":false,"name":"Link","value":"[D&D Beyond](https://www.dndbeyond.com/classes/paladin#OathoftheOpenSea)"}],"title":"Oath of the Open Sea","description":"The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.","thumbnail":{"url":"https://cdn.discordapp.com/attachments/778621361907171348/888134412875751424/opensea.jpg"},"author":{"name":"Paladin, Matt Mercer, Subclass with adjustments","url":"https://www.dndbeyond.com/classes/paladin#OathoftheOpenSea"},"color":14917492}
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