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  By Dicey Games
  OATH OF THE
  TIDEBREAKER
  A Sacred Oath for Seafaring Paladins
  
  he calling of the sea can be as urgent as the
  calling of devotion to a divine power. Paladins
  who are called to both take the Oath of the
  Tidebreaker. They are ingrained with the deep
  understanding that a captain’s position on a
  ship is as important, and even as sacred, as
  that of a high priest in a church.
  Many cultures have expressions that compare loyal and
  steadfast people to rocks that stand firm against crashing
  waves. These paladins are the paragons of such expressions.
  They bring law and virtue to the seas, and protect the shores
  from seaborne danger. For life on the seas is hard, often
  inspiring cruelty and greed, and unfathomable threats lurk in
  the depths of the ocean.
  With command over the elements that normally threaten
  seafarers, and upholding tenets that bind them to ensure the
  well-being of their companions, Tidebreakers are usually
  welcomed on any ship that sails with an honorable purpose.
  Tenets of the Tidebreaker
  Tenets of the Tidebreaker
  The tenets of the Tidebreaker emphasize loyalty, fairness
  and morale, values that are vital to successful sea voyages.
  You are the Rock on which the waves break. You stand
  with your crew and companions with unwavering loyalty.
  You protect the innocent against any threat, be it pirates, the
  forces of nature or monsters from the deep.
  You are the Guiding Star that shows the true course.
  You are fair and honest with everyone you meet, and give aid
  to those who need it.
  You are the Salt that keeps away rot and spoilage. You
  will not abide greed and insubordination among your crew.
  You are the Wind that lifts the sails and spirits of those
  around you. You will not despair in the face of overwhelming
  odds, but bring hope to those who suffer with you.
  Oath Spells
  Oath Spells
  You gain these oath spells at the paladin levels listed.
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Turn Sea Creatures. As an action, you present your holy
  symbol and say a prayer that rebuffs creatures that make
  their home in the water. Each aquatic creature (see sidebar)
  within 30 feet that can hear or see 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 only use the Dash action or try to escape
  from an effect that prevents it from moving. If there is
  nowhere to move, the creature can use the Dodge action.
  Bolster Morale. As an action, a creature you touch loses 1
  level of exhaustion and gains advantage against being
  charmed or frightened. If the creature is already under the
  effect of those conditions, he or she immediately gets
  another saving throw.
  Aura of the Shoal
  Aura of the Shoal
  Starting at 7th level, you gain a swim speed of 30 feet and
  can breathe both water and air.
  Allies who start their turn or move within 10 feet of you
  during their turn also gain these benefits, and an instinctive
  awareness of your location that doesn’t rely on their normal
  senses. If an ally is no longer within 10 feet of you, these
  effects lasts until the end of their next turn.
  At 18th level, the range of this aura increases to 30 feet.
  Sea Legs
  Sea Legs
  At level 15, you’ve spent so much time on slippery decks and
  climbing the riggings of ships that you’ve learned to move
  with ease under extreme conditions. You are unaffected by
  difficult terrain, and have advantage on saving throws
  against being knocked prone and any ability check that
  involves climbing or escaping nonmagical restraints.
  1
  Paladin Level
  Spells
  3rd
  Create or Destroy Water, Fog Cloud
  5th
  Calm Emo�ons, Warding Wind¹
  9th
  Call Lightning, Water Walk
  13th
  Control Water, Storm Sphere¹
  17th
  Control Wind¹, Maelstrom¹
  1 Xanathar’s Guide to Everything
  *AQUATIC CREATURES
  D&D fi�h edi�on has no hard and fast rule that defines
  aqua�c creatures as a category. Consider the following
  �natural� traits to determine if a creature is aquatic:
  � A swim speed that is equal or greater than its other modes
  of movement.
  � The Waterbreathing trait.
  � The Amphibious trait.
  � The Hold Breath trait.
  Defining aqua�c creatures by traits may lead to excep�ons,
  so some judgement by the Dungeon Master is required.
  Alterna�vely, replace this ability with the Rebuke the Violent
  ability from Xanathar’s Guide to Everything �p. 39�, and
  change the damage type from radiant to lightning.
  Sacred Oath of the Tidebreaker
  Sacred Oath of the Tidebreaker
  
  Beach Head
  Beach Head
  At 20th level, as an action you become the living
  embodiment of a rock that stands firm in the ocean,
  unaffected by the waves and storms that crash upon it. For 1
  minute, you gain the following benefits:
  • You grow one size category. You have advantage on
  Strength checks and Strength saving throws, and your
  unarmed and weapon attacks deal 1d4 extra damage.
  • Your skin turns into living stone. You gain resistance
  against bludgeoning, piercing and slashing damage.
  • Salt and brine course through your veins. You gain
  immunity to being poisoned, and any poisons already in
  your body are neutralized.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  The usual options for steeds are ill suited for adventures that
  take place under the water’s surface. To remedy this,
  consider adding these creatures as options to the Find Steed
  and Find Greater Steed spells.
  Find Steed: Constrictor Snake, Crocodile, Dolphin², Giant
  See Eel³, Giant Sea Horse, Giant Sea Turtle*, Reef Shark, Sea
  Lion³.
  Find Greater Steed: Giant Octopus, Giant Stingray, Hunter
  Shark, Ichtyosaurus*, Pleisiosaurus, Shell Shark³.
  * New Creature
  ² Volo’s Guide to Monsters
  ³ Ghosts of Saltmarsh
  2
  Ichtyosaurus
  Ichtyosaurus
  Large Beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 86 (12d10 + 20)
  Speed swim 60 �.
  Skills Percep�on +3, Stealth +5
  Senses passive Percep�on 13
  Languages -
  Challenge 2 (450 XP)
  Hold Breath. The Ichtyosaurus can hold its breath for 1 hour.
  ACTIONS
  Bite. Melee Weapon A�ack: +5 to hit, reach 5 �., one target.
  Hit: 12 (2d8 + 3) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  15 (+2)
  5 (-3)
  13 (+1)
  6 (-2)
  Giant Sea Turtle
  Giant Sea Turtle
  Large Beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 10 �. swim 30 �.
  Skills Percep�on +2
  Senses passive Percep�on 12
  Languages -
  Challenge ½ (100 XP)
  Hold Breath. The Sea Turtle can hold its breath for 30
  minutes
  ACTIONS
  Bite. Melee Weapon A�ack: +2 to hit, reach 5 �., one target.
  Hit: 7 (2d6 + 0) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  8 (-1)
  15 (+2)
  2 (-4)
  11 (+0)
  6 (-2)
  Giant Stingray
  Giant Stingray
  Large Beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed swim 60 �.
  Skills Percep�on +1
  Senses passive Percep�on 11
  Languages -
  Challenge 1 (200 XP)
  Water Breathing. The S�ngray can breathe only under water.
  ACTIONS
  S�ng. Melee Weapon A�ack: +4 to hit, reach 10 �., one
  target. Hit: 10 (2d8 + 1) piercing damage, and the target
  must make a DC 13 Cons�tu�on saving throw, taking 7
  (2d6) poison damage and becoming incapacitated un�l the
  end of its next turn on a failed save. On a succesful save the
  target takes half as much damage and isn’t incapacitated.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  14 (+2)
  4 (-3)
  12 (+1)
  8 (-1)
  New Paladin Steeds
  New Paladin Steeds
  Creature Statistics
  Creature Statistics
  Credits
  Credits
  Product by Dicey Games.
  Reviews and feedback are
  much appreciated.
  Cover texture: Wild Textures
  Cover art: ‘Vikings Heading
  for Land’ by Frank Dicksee (public domain)
  Page 1 art: © 2015 Dean Spencer, used with permission. All
  rights reserved.
  Special thanks to Nathanaël Roux for lay-out assistance and
  early access to his Affinity Publisher template.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oath of the Tidebreaker v1 [5E].pdf