The Oath of the Tempest

Some paladins choose to give their commitment to the capricious and unforgiving storms and seas on which they sail. Acknowledging the power of the water to give or take life, these paladins vow to serve the sea and her whims. These paladins are often hired on vessels to lend their God's protection to the ship and her crew, but for good or evil, their allegience lies with their God and the sea.

Tenents of the Tempest

The tenents of the Oath of the Tempest are as capricious and fluid as the Sea herself, but all of the tenets revolve around serving the sea, and emulating her. The tenents of the Tempest are neither good or evil, and paladins of all alignments can be found serving the Oath of the Tempest.

The Sea Demands Respect. Above all else, the sea and her desires deserve respect and solemnity. Those who do not give the sea respect shall perish.

Emulate the Sea. I shall allow myself to flow when needed to meet my desires. I will crush those who get in my way.

Do Nothing Without Intention. Show full compassion and unstoppable vengence. Do everything to the extreme and with intent.

Embrace the Depths. I embrce my darkness and secrets as the Sea does. I use it to my advantage.

Oath Spells

You gain oath spells at the paladin spells listed.

Oath of the Tempest Spells

Paladin Level Spells 3rd Thunderwave, Fog Cloud 5th Misty Step, Warding Wind * 9th Lightning Bolt, Tidal Wave * 13th Control Water, Watery Sphere * 17th Cone of Cold, Maelstrom *

Channel Divinity

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

Shackles of the Storm. You use your Channel Divinity to invoke the power of the Sea to chain a foe. As an action, you can cause lightning to come from the sky to form chains around a single foe within ten feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw or be grappled, and take 1d4 plus your Charisma modifier (minimum bonus of +1) that round, and at the beginning of each of the creature's turns that the effect persists. While grappled by the lightning, the creature repeats the saving throw at the end of each of its turns. On a success, the lightning vanishes.

Turning of the Tides. As a bonus action, you call on the ever-changing quality of the sea to turn the tide of battle. You may choose one enemy within ten feet of you that you can see, and may choose to either gain advantage on attacks you make on that creature, or impose disadvantage on attacks that creature makes toward you for one minute or until it drops to 0 hit points or falls unconscious.

Aura of the Storm

Beginning at 7th level, you have become more imbued with the power of the Tempest, that a strong wind surrounds and protects you in battle. Ranged attacks against you and friendly creatures within 10 feet of you have disadvantage.

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

Crushing Wave

At 20th level, you can become an avatar of the vengeful nature of the sea. Using your action, you undergo a transformation and gain the following benefits for 1 minute:

Your legs become a swirling maelstrom, granting you a flying speed of 45 feet.

The power of the Sea imbues your weapon with her fury, causing each of your attacks to do an additional 2d8 plus your Charisma modifier cold damage.

For the duration, melee attacks against you have disadvantage due to the power of the wind around you.

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