A [[Fate|Fated]] subclass of [[Paladin]].
---
![[List of Oath of the Water Lord Paladins]]
---
## Level 3 - Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the [Sacred Oath](https://www.dndbeyond.com/sources/phb/paladin#OathSpells "Sacred Oath") class feature for how oath spells work.
##### Oath of the Open Sea Spells
| Paladin Level | Spells |
| ------------- | ---------------------------------------------------- |
| 3rd | [[Create or Destroy Water]], [[Expeditious Retreat]] |
| 5th | [[Augury]], [[Misty Step]] |
| 9th | [[Call Lightning]], [[Freedom of the Waves]] |
| 13th | [[Control Water]], [[Freedom of Movement]] |
| 17th | [[Commune with Nature]], [[Freedom of the Winds]] |
## Level 3 - Channel Divinity
When you take this oath at 3rd level, you gain the following two [[Channel Divinity]] options.
**_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).
_**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.
## Level 3 - Undine 6-Shooter
Your oath to [[Istishia]] has been rewarded with a gift, an [[Undine 6-Shooter]].
This 6-shooter is treated as a ranged weapon with which you are proficient. This weapon has a range of 30/90 feet and deals 1d8 plus your CHA modifier cold damage. This weapon has the _reload 6_ property.
## Level 7 - 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 within 10 feet of you 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.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
## Level 9 - Fate
Sparks of [[Fate]] are granted to those strong enough to wield them, bolstering their prowess and skill. Each Spark of Fate allows a wielder to spend the spark on a skill from their respective skill tree.
| Ability Name | Description |
| ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Dragon Turtle Shell | While your **Channel Divinity: Fury of the Tides** is active, you grow spikes on your shell. Any creature that makes contact with you or attacks you takes damage equal to your CON modifier. |
| Ebb | Whenever you hit an enemy with a melee weapon, you may choose another enemy within 5 feet of the enemy or yourself. The additional target takes cold damage equal to your CHA modifier. |
| Flow | When you hit an enemy with a melee weapon, you may choose an ally within 5 feet of the enemy or yourself. That ally regains hit points equal to your CHA modifier. |
| Ebb and Flow | The range on Ebb and Flow increases to 10 feet and your ally now can use a hit point die to regain health - minimum your CHA modifier. |
| High Tide | While your **Channel Divinity:** **Fury of the Tides** is active, you may increase your melee attack range to 15 feet and pull the target to you if they are Large or smaller, once per round, if the attack hits. |
| Istishia's Aid | Your Oath to the Water Lord has gifted you with his aid.<br><br>As a bonus action, you create a 5 foot tall water column that occupies a 5 foot space. The water column lasts for 1 minute or until you use this feature to create another water column.<br><br>When you create the water column, you can make a melee spell attack against one creature within 5 feet of it. On a hit, the target takes 1d6 cold damage. Any movement through the water column is considered difficult terrain and counts as an obstacle when using Channel Divinity: Fury of the Tides.<br><br>As a bonus action, you may move the water column up to 30 feet and repeat the attack. You may summon this column of water a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
| Istishia's Aid Heightened | Your Oath to the Water Lord has gifted you with his aid.<br><br>As a bonus action, you create a 10 foot tall water column that occupies a 10 foot by 10 foot space. The water column lasts for 1 minute or until you use this feature to create another water column.<br><br>When you create the water column, you can make a melee spell attack against one creature within 5 feet of it. On a hit, the target takes 2d6 cold damage. Any movement through the water column is considered difficult terrain and counts as an obstacle when using Channel Divinity: Fury of the Tides.<br><br>As a bonus action, you may move the water column up to 30 feet and repeat the attack. You may summon this column of water a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
| Quickdraw McGraw | As a reaction, when an enemy attacks an ally of yours within 30 feet, you may attack once with your Undines 6-shooter as long as you have a free hand. |
| Strapped | Your commitment to Istishia has blessed you with a second Undine 6-shooter.<br><br>When you conjure your Undines 6-shooter, you may conjure a second 6-shooter. When you make the attack action you may, as a bonus action, make an additional attack with your off-hand 6-shooter. |
| Taunt | When you enter your shell on your turn, you may force one target within 30 feet to make a WIS saving throw. If the target fails, attacks made by this target against anything but yourself are made at disadvantage. This lasts until you exit your shell. You may use this feature an amount of times equal to your CHA modifier per long rest. |
| Taunt Heightened | When you enter your shell on your turn, you may force two targets within 60 feet to make WIS saving throws. If the targets fail, attacks made by these targets against anything but yourself are made at disadvantage. This lasts until the end of your subsequent turn after exiting your shell. You may use this feature an amount of times equal to your CHA modifier per long rest. |
| Undines Morph - Blaster | As a bonus action you make a say a brief prayer morphing your Undines 6-shooter into a Blaster.<br><br>You are proficient with this weapon. When you shoot with the blaster you attack enemies within a 15 foot cone. They take 2d12 cold damage. If an enemy is directly behind another enemy within the cone, they don't take damage. This weapon has the _reload 1_ and _loading_ properties. |
| Undines Morph - Cannon | As a bonus action you make a say a brief prayer morphing your Undines 6-shooter into a Cannon. You are proficient with this weapon. When you shoot with the cannon you attack an enemy up to 120/240 feet away. They take 1d10 plus your CHA modifier cold damage and the target is knocked back up to 15 feet or knocked prone. This weapon has the _Reload-1_ and _loading_ properties. |
## Level 15 - 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.
## Level 20 - Mythic Swashbuckler
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:
- 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.
- 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.
- You can take the Dash or Disengage action as a bonus action.
- You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Once you use this feature, you can’t use it again until you finish a long rest.