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Paladin_ Oath of the Eternal Pier _ GM Binder

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Published by goroiamanuci, 2023-08-09 04:06:30

Paladin_ Oath of the Eternal Pier _ GM Binder

Paladin_ Oath of the Eternal Pier _ GM Binder

Sacred Oath Oath of the Eternal Pier "They called me a hero you know? going out and saving the day so many times, but they don't know that I would give up my sword for fishing pole any day. Just to sit here not on the brink of death but just watching the sunset.... divine" ~ excerpt from dualblade chronicle chapter 94 The Oath of the Eternal Pier calls to paladins that see the coasts of the world as the birthplace of life as they know it, for the waters here allow for prosperity and cities to flourish, with food abundant just below them. As such, they fight to protect these locales, just as much as they live off of its bounty: to these paladins, they are one and the same. Their worship then, comes in the form of fishing in all its forms, adorning their armour with the tools of the trade, nets, spears, and other similar equipment. Tenets of the Eternal Pier Cultivate the Ocean's Life. The waters sustain all: you must do the same for it. Sustain Yourself off the Ocean. All those who live off the water's bounty are divine. Fight Those that Would Sully the World's Waters. Vengeance against polluters must be swift and merciless. Oath Spells At 3rd level, and when you reach certain levels in this class, you gain access to the spells listed for that level in the Eternal Pier Spells table. Eternal Pier Spells Paladin Level Spells 3rd create and destroy water, speak with animals 5th beast sense, locate animals or plants 9th conjure animals, tidal wave 13th control water, Evard's black tentacle 17th maelstrom, seeming Channel Divinity When you take this Oath at 3rd level, you gain the following Channel Divinity option. Tackle & Bait. When you hit a creature with a weapon attack you can channel your divinity to force that creature to make a Strength saving throw. On a failed save, the creature is pulled to an unoccupied space within 5 feet of you. Fisherman Also at 3rd level, your skill with fishing equipment lends itself to battle. When using a net the imposed ability check and AC of the net is equal to your Spell Save DC and nets now deal 1d6 bludgeoning damage on a hit. Additionally, you can use any of your paladin features involving an attack roll with thrown weapons and gain a swimming speed of 30 feet. Aura of Reeling At 7th level, creatures within 10 feet of you have disadvantage on any saving throw against being moved, knocked prone, or restrained. At 18th level, the range of this aura increases to 30 feet. Aura of Minnows At 15th level, a school of fish swim around you wherever you go, the ocean just as much a part of you. Any creature within 10 feet of you can use their bonus action to consume one of these fish to regain 1d4 hit points and gain enough nourishment to sustain itself for one day. A creature cannot benefit from this feature more than once every 24 hours. At 18th level, the range of this aura increases to 30 feet. Aura of Seafaring At 20th level, where you walk so to does the ocean. A 30ft radius sphere centered on you is considered water and you can grant any creature of your choice within this aura the ability to breathe this water. An ally moving through this water costs it no extra movement. Additionally, you can cast the conjure animals spell at 9th level without consuming a spell slot once per long rest. When you do so all summoned beasts must have a swim speed and must remain within this aura.


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