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RustyDemiGod
2023-07-15, 09:08 PM
Oath of the Deeps

Paladins that take the Deep Oath are known for being both adaptable, and steadfast in their duties. Whether protecting the waterways, healing the sick, or punishing the wicked these Paladins never shirk their duties.

-All life comes from the water: All living things come from the same mother making all kin and kind. Protect those that need it, and show mercy to those that deserve it.

-All life is sustained by the water: Nurture and cultivate the lives around you and be content.

-All life returns to the water: All life comes from the same source and returns to the same source. When your time is spent you must return your waters to the deep places. Honor the dead and eradicate those that defile the cycle.

Oath of the Deep’s Spells
Paladin Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Rime’s Binding Ice, Dragon’s Breath*
9th Water Breathing, Water Walk
13th Control Water, Watery Sphere
17th Maelstrom, Cone of Cold
*Cold damage only.

-Channel Divinity: When you take this oath at 3rd level, you gain the following two channel divinity options:
-Turn The Elements: You can use your Channel Divinity to lace your words with power that inspires primordial fear in elementals. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, the elemental is turned for 1 minute or until it takes damage.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactions. For it’s action, it can only use 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 elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Frostrime Weapon- As an action, you can imbue one weapon that you are holding with hungering cold, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). Targets struck by this weapon cannot take bonus actions or reactions until the end of your next turn.
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.

-Mother Deep’s Aura: Starting at 7th level, you and friendly creatures within 10ft gain resistance to cold damage.
At 18th level, the range of this aura increases to 30ft.

-Reactive Frost: When you reach 15th level, you can shield yourself with only the water in the air or on your body. When you are hit with a ranged or melee attack you can use your reaction to cover your vital areas in ice to increase your Armor Class, potentially causing the attack to miss. The bonus equals your Charisma modifier (minimum of +1).
You can use this feature a number of times equal to your Charisma modifier (Minimum of once), and you regain all expended uses when you finish a long rest.

-Mother Deep’s Trueborn: At 20th level, you become the primal avatar of primordial water. As a bonus action, you gain the following benefits for 1 minute:
-You gain immunity to cold damage.
-You gain advantage on Intimidation checks.
-You can pull the life water out of enemies and heal your allies. As an action you can force an enemy within 60ft to make a Constitution save. On a failure you draw out the water from their bodies dealing Necrotic equal to 3d10 + your Charisma modifier. As a bonus action you can bless this water and merge it with an ally healing them for half of the damage (rounded down) dealt.
This ability does not effect undead, elementals (except for water-based elementals), or constructs.
Once you use this feature, you can’t use it again until you finish a long rest.

JNAProductions
2023-07-17, 08:03 PM
Frostrime is Sacred Weapon (from Devotion, and already considered quite good) but better.
Shedding light is a ribbon. Turning off bonus actions and reactions is not.

Other than that, nothing strikes me as out of the ordinary in terms of balance.