The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.

Source: Tal'Dorei Campaign Setting Reborn

Tenets of the Open Sea

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Open Sea Spells
Paladin Level Spells
3rd Create or Destroy Water , Expeditious Retreat
5th Augury , Misty Step
9th Call Lightning , Freedom of the Waves
13th Control Water , Freedom Of Movement
17th Commune With Nature , Freedom of the Winds

Channel Divinity

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

Aura of Liberation

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Stormy Waters

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Mythic Swashbuckler

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

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