Sacred Oath - Pirate's Code

Many view pirates as dastardly scallywags who would as soon as sell their own mother as keep to their word, and this is certainly the case for many, but some hold to a higher code, one that binds them and their crew together. This code is strong enough to manifest itself as a sacred oath, one that grants those who adhere to it powers beyond the mundane - protections from the elements and vicious curses.

Tenets of the Pirate's Code


Honour Among Thieves: All members of the crew are equal (except the ones that aren't).


Loyal to the Crew, Loyal to the Ship: Pirates may not be loyal to much, but they're loyal to each other (except when they need to mutiny).


Steal from the Rich, Give to Yourself: Plundering is the lifeblood of a pirate. No pirate worth their salt willingly glives up plunder.

Oath Spells

You gain Oath Spells at the Paladin levels listed. In addition to always having these spells prepared, you may cast each of them once per long rest without expending a spell slot once you have reached the appropriate level.

Level Spells
3rd Absorb Elements, Zephyr Strike
5th Gust of Wind, Misty Step
9th Water Breathing, Water Walk
13th Control Water, Freedom of Movement
17th Maelstrom, Control Winds

Pirate's Senses

At 3rd level you gain proficiency in either navigator's tools or vehicles (water). In addition, you have advantage on ability checks related to assessing the value and nature (and especially curses) of items.

Channel Divinity

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

Sea Swell: As a bonus action you can call up the sea itself to surge around you. Enemy creatures in a 10ft radius of you must succeed on a strength saving throw or take 2d8 bludgeoning damage and fall prone. If they fail by 5 or more, they also have their speeds set to 0 until the end of their next turn. On a successful save, they take half damage and remain standing.

To The Locker With You: When you hit with a weapon attack you can use your bonus action to channel a curse into the blade, afflicting the target creature. For 1 minute whenever they take damage they take an additional 1d4 necrotic damage. At the end of each of their turns, the target can make a Charisma saving throw to end the effect early. If a target is reduced to 0 hit points while cursed, it dies immediately.

Aura of Stormy Seas

At 7th level friendly creatures within a 10ft radius gain resistance to lightning and thunder damage. They also, once per turn, can add your charisma modifier to any thunder or lightning damage they deal.

At 18th level the aura's range increases to 30'.

In addition, you can now change your Divine Smite and Improved Divine Smite feature's damage type from Radiant to either Thunder or Lightning (your choice) whenever you deal damage with them.

Plunder Soul

From 15th level whenever you deal damage with your Improved Divine Smite or Divine Smite features, or a Smite spell, you shave off a small chunk of the target's soul, forming it into gold coins that fall to the ground at the feet of the target. The number of coins is equal to the damage dealt, to a maximum of your paladin level.

At 20th level, the maximum is equal to twice your paladin level.

Chains of the Sea

From 20th level, whenever a creature moves to within 15ft of you, or attacks you, you can use your reaction to conjure thick chains that attempt to bind them. The creature must succeed on a strength saving throw or be restrained for 1 minute. They may make a new saving throw as an action to end this early. Creatures bound by Chains of the Sea additionally have disadvantage against your smite spells, as well as your Sea Swell and To The Locker With You features.

Once you successfully chain a creature, you cannot use this again for 1d4+1 rounds.