Oath of the raging sea

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Tenets of Devotion

Water is life. Water is required for all things sacred to live, and you shall provide for those who need life. Those that would soil life and pollute water must be turned to flotsam and jetsam to crash upon the shores.

Trust the Tide. Not all is lost when met with the solitude and loneliness of the sea, do not despair; for you are here for a reason, and the waves will take you there.

Ire and WrathWhile the sea swells and crashes below, so to does the sky crack and roar above. Thunder and lightning are your allies in the destruction of the undead and aberrations, and the gales of the storms will guide your hand.

Oath Spells

You gain Oath spells at the Paladin Levels listed

Paladin Level Spells 3rd Create or Destroy Water, Purify food and Drink 5th Gust of wind, Augery 9th Beacon of Hope, Create food and Water 13th Control Water, Storm Sphere 17th Control Winds, Scrying

Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options

Riptide. As an action, you can imbue one weapon that you are holding with either frigid waters or rolling thunder using your Channel Divinity. For 1 minute, you add your Charisma modifier to the damage rolls with that weapon (with a minimum bonus of +1), and the weapon’s damage type becomes either cold or thunder in addition to the bludgeoning, piercing or slashing of the charged weapon. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Castigate the Abyss. As an action, you present your holy symbol and speak a prayer chastising aberrations and undead, using your Channel Divinity. Each aberration or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Restless Sea.

At 7th level, you withstand the destructive power of storms at sea. You and friendly creatures within 10 feet of you have resistance to lightning damage At 18th level, the range of this aura increases to 30 feet.

Undertow.

At 15th level, as a reaction when you successfully hit an enemy with a ranged attack, you may forcefully pull them up to 15 feet towards your current position in a line, landing prone, or rush up to 15 feet towards their current position in a line (Provoking Attacks of Opportunity). An enemy being pulled toward you can make a Strength saving throw (DC 15) to Resist, upon a Successful save the Sea forces you towards the enemy instead (landing Prone).

Dredge Line.

At 20th level, you are one with the sea, and are imbued with the turning of the tides. You open your body to the sea as a vessel for it’s fury, your skin becoming scaled and slightly bioluminescent, your eyes growing clouded at the edges as your voice carries a tempest with every whisper. Using your action, you unleash the power of the sea and undergo a transformation. For 1 minute, you gain the following benefits:: Your feet rime with seafoam, granting you a movement speed of 60 ft. When rushing towards an enemy using Undertow, you can make an attack at each enemy along the line of movement, without provoking attacks of opportunity. Enemies you hit with melee attacks are forced back 5 ft. (Str save DC 20) Enemies that begin their turn within 20 feet of you take 2d6 cold, 2d6 lightning, and 2d6 thunder damage.