Paladin Oath

Oath of the Depths

Tenants of the Depths

Though the exact tenets and codes of the Oath of the Depths vary between each individual who swears it, there is a common set of principles by which each inevitably abide.
Time and Patience. It takes a particularly competent warrior not to react hastily but to chose the time and place for action, emotion has no place on the battlefield.
Seek Evil. Go where angels fear to tread, it is the only place you’ll find meaning.
Stand Against the Tide. There are places in the world where the dark prevails, find one and make it your vigil.
Simple Integrity. Treat others with fairness and honesty. Do not lie, cheat or break promises. Own your actions and make amends for your mistakes.

Oath Spells

Paladin Level Spells
3rd Armor of Agathys, Create or Destroy Water
5th Misty Step, Spiritual Weapon
9th Tidal Wave, Slow
13th Control Water, Ice Storm
17th Cone of Cold, Maelstrom

Improved Divine Sense

When you take this Oath at 3rd level your Divine Sense can now also sense Monstrosities and Aberrations.

Channel Divinity:

When you take this oath at 3rd level you gain the following two channel divinity options.

Depth Strider

As an action you change your lungs to now be able to breath water, you also grow fins and webbing that give you a swim speed equal to your movement. If you already have a swim speed it is increased by 10 feet. These effects last for 1 hour.

Frost Strike

As an action, you can imbue one weapon that you are holding with frost energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 cold damage, emits dim light in a 20-foot radius, and is considered magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

Fluid Movement:

Starting at 7th level you can use your bonus action to move half your movement. This movement doesn’t provoke opportunity attacks. If under the effects of Depth Strider, you can move up to your movement.

You can use this ability a number of times equal to your charisma modifier (minimum 1) per long rest.

Rending Frost:

Beginning at 15th level, you ignore resistance to cold damage, and treat immunity as resistance. Furthermore, you are always under the effects of the Absorb Elements spell, but only when the triggering attack deals cold damage. You do not need to use your reaction to gain this benefit.

Hearald of the Deep:

At 20th level, you can assume the form of a great sea creature, with a maelstrom of frost swirling around you. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You gain a swim speed of 80 feet.
  • You are under the effects of a protection from evil and good spell.
  • You emanate an aura of frost in a 30-foot radius. Aberrations, celestials, fiends, monstrosities and undead in the aura have vulnerability to cold. In addition, you and friendly creatures in the aura are immune to being frightened or charmed.

Once you use this feature, you can't use it again until you finish a long rest.

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