The Oath of the Keeper calls to those who seek balance between the land and seas. Guardians of the shorelines, like Lifeguards, and Lighthouse keepers who keep other sailors safe from rocky shoals and deadly reefs. While Sailors and Swashbucklers are amongst their ranks, you don’t necessarily need to be one to take the oath. The sea calls us all in its own way.
The warriors who take the Oath of the keeper follow the example of the waves, and as such the ebb and flow of life. They act to preserve nature’s beauty, mankind’s respectful relationship with nature, and are welcome in many seaside towns helping to train others in the skills that are necessary for a life by the sea.
The Paladins of the order who skew religious tend to worship Gods of Summer, The Sea, Celebration, Freedom, and The Sun.
Tenets of the Keeper
Flow Free - As the water must flow freely, so too must the people. Without the freedom to live their lives to their most excellent, people and their cultures will stagnate and die.
Hang Loose - Freedom from one’s own self doubt is required to show others the way. Anxiety. Stress. Anger. When these feelings wash over you, you must let them recede with the tides.
Shining Beacon - As the lighthouse rests along the shore to guide the ships home safely, so must you guide those who may find themselves in danger of running aground on rocky shoals.
Shifting Tides - While you strive to keep harmony between man and the sea, sometimes your allegiance must shift between the two to keep balance.
Oath Spells
3rd Absorb Elements, Create or Destroy Water
5th Calm Emotions, Brine*
9th Tidal Wave, Wall of Sand
13th Control Water, Freedom of Movement
17th Control Winds, Maelstrom
Channel Divinity
Guiding Light. As an action, you can create a shining beacon that illuminates one enemy creature. Until the end of your next turn, all attacks made against that creature are made with advantage and the creature makes all saving throws at disadvantage. In addition, the creature cannot become concealed through mundane or magical means.
Sea Shepherd. As an action, you and a number of your creatures equal to your Charisma modifier gain the following attributes. A swim speed equal to your walking speed, the ability to breath underwater, and resistance to radiant, cold, and force damage. This effect lasts for 1 hour.
Aura of Relaxation
Beginning at 7th level, the relaxing sound of rolling waves surrounds you, washing away your problems. You and all friendly creatures within 10ft of you cannot be Charmed and have advantage on Wisdom saving throws. Additionally, when you use your Lay on Hands ability, you can use it as a Bonus Action on any creature within your aura.
At level 18, the range of this Aura increases to 30ft, and you can use your Lay on Hands ability on any creature within the aura without touching them.
Go With the Flow
At level 15, you have learned to gracefully mimic the ebb and flow of the tides. Whenever a creature misses you with a melee attack, you may use your Reaction to use their momentum against them and Shove the creature. On a successful shove, you may move up to 5ft. This movement does not provoke opportunity attacks.
Coastal Crusader
At level 20, you may call upon the powers of wind and sea to empower you.
As an action, you call up a seaside storm to rage around you, infusing your being. You gain the following benefits for 1 minute.
Attacks against you are made at Disadvantage
You gain Advantage on saving throws against harmful spells.
When you take the Attack action, you may make an additional attack, fueled by the speed and fury of the maelstrom.
Your melee attacks deal an additional 1d8 Force damage.
Hostile creatures have their movement speed reduced by half, while within 30 ft of you.
Additionally, as a Bonus Action, you can focus the might of the maelstrom. All enemies within 30 ft of you must make a Strength saving throw against your Spell Save DC or be pulled up to 15 ft toward you.
Once you use this feature, you can't use it again until you finish a long rest.