Oath of the Open Sea

The Oath of the Open Sea is a sacred oath taken by some paladins who sail the seas of Exandria. This subclass was created by Matthew Mercer.

Description
The Oath of the Open Sea is a paladin oath to explore and protect the oceans, to respect nature, to champion liberty and change, and to fight corruption. Open Sea paladins are often aligned with the Stormlord or the Wildmother, and respect the beauty and power of the ocean while defending it against monstrosities.

History
Fjord took the Oath of the Open Sea as the Mighty Nein sailed to Balenpost with Vess DeRogna, on their journey to Eiselcross. Recalling his death at the hands of Uk'otoa's deep scions, he took a moment to meditate and pray to the Wildmother as the ship set sail. Fjord affirmed the oath with a resounding "Fuck yes."

Fjord first used the Oath's Channel Divinity: Marine Layer in shortly after taking his oath in a failed attempt to slow Avantika down from retrieving the Cloven Crystal in his possession. He used Marine Layer to more success against Lucien in, successfully sheltering himself, Caduceus Clay, and Jester Lavorre from attacks by the Somnovem eyes. He used Channel Divinity: Fury of the Tides for the first time in when the party was ambushed by yetis.

Oath spells

 * 3rd level: Create or Destroy Water, Expeditious Retreat
 * 5th level: Augury, Misty Step
 * 9th level: Call Lightning, Tidal Wave
 * 13th level: Control Water, Freedom of Movement
 * 17th level: Commune With Nature, Maelstrom

Channel Divinity: Marine Layer
As an action, Open Sea paladins can create a thick cloud of fog, with a radius of 20 feet, centered on themselves and lasting 10 minutes. The area within the fog is considered heavily obscured. The paladin and any creatures within 5 feet of them, however, treat the area as lightly obscured. The fog spreads around corners and cannot be dispersed.

Channel Divinity: Fury of the Tides
As a bonus action, an Open Sea paladin can channel the power of the ocean for 1 minute to enhance their weapon attacks. Once per turn for the duration, they can choose to push a creature hit by their weapon attack 10 feet away from themselves. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to the paladin's charisma modifier.

Aura of Liberation
At 7th level, when an Open Sea paladin is not incapacitated, they emit an aura for 10 feet. All creatures of the paladin's choice within the aura cannot be grappled nor restrained and can ignore ignore penalties on movement or attacks while underwater. A creature already subject to the grappled or restrained condition that enters into the aura can spend 5 feet of movement to automatically escape nonmagical restraints. The range of the aura increases to 30 feet at level 18.

Stormy Waters
At 15th level, an Open Sea paladin can summon the waters as a reaction whenever a creature enters or exits their melee range. The creature takes 1d12 bludgeoning damage, and on a failed Strength saving throw is knocked prone.

Mythic Swashbuckler
At level 20, an Open Sea paladin can channel the spirits of historic sea captains to become a paragon of adventure. As an action this can be invoked to gain the the following benefits for 1 minute:


 * Their climbing does not cost additional movement and they have advantage on Strength and Athletics checks.
 * If they are within 5 feet of a creature, and no other creatures are within 5 feet of them, attacks against that creature are made with advantage.
 * They can Dodge as a bonus action rather than an action.
 * They have advantage on all Dexterity ability checks and Dexterity saving throws against effects they can see.

Once used, this feature cannot be used again until finishing a long rest.