Oath of the Ancients Variant

Oath of the Ancient Sea

The Oath of the Ancient Sea is as old as the race of elves and the rituals of the druids. Sometimes called sea knights, iron tide, or deep knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they covet the beauty and life-giving power of the ocean. They believe in principles of honor, protection, and preservation, and seek to destroy any who would bring harm or ruin to the wild. They adorn their armor and clothing with images of the deep ocean—shells, claws, or coral—to reflect their commitment to preserving the many mysteries of the sea.

Tenets of the Ancients

The tenets of the Oath of the Ancient Sea have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Respect the Immense Power. Through your reverence to the unforgiving crashing of the sea, you remember to respect its power and never take for granted the life you have been given.

Shelter the Light. Where there is good, beauty, and life in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Become a Sentinel of Light. In the face of overwhelming darkness, stand tall and unwavering. Like waves againt a cliffside, let evil break against your light and love for this world.

Be the Light. Be a glorious beacon for all who live in despair. Let your deeds of protection and joy give them hope for a brighter day.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancient Sea Spells

Paladin Level Spells 3rd fog cloud, speak with animals 5th moonbeam, misty step 9th call lightning, wall of water 13th freedom of movement, storm sphere 17th control winds, maelstrom

Channel Divinity

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

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause chilled water to spring up and reach for a creature within 10 feet of you that you can see, freezing into ice around the lower half of their form. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the ice, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the ice breaks and melts, the water vanishing in an instant.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of the ocean, taking on an appearance you choose. For example, your skin might turn blue or take on a scaled texture, your hair might become seaweed, or you might shark fins or a scaled crest down your back.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

At the start of each of your turns, you regain 10 hit points.

Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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