Oath of Ægir in Mannaheim | World Anvil
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Oath of Ægir

Alle who swear the Oath of Ægir, God of the Sea carry with them the unbriddled power of the sea. They honor their god with sacrifices of blood and gold and they are often accomplised vikingar.

Changes in Features

Divine Smite and Improved Divine Smite. You can choose to inflict cold damage rather than radiant damage with Divine Smite and Improved Divine Smite.

Oath Spells

You gain oath spells at the Alle levels listed.   3rd Level: Create or Destroy Water,   5th Level: Augury, Misty Step   9th Level: Call Lightning, Freedom of Waves   13th Level: Control Water, Freedom of Movement   17th-Level: Commune with Nature, Freedom of Winds

Channel Divinity

When you take this oath, you gain the following two Channel Divinity options.   Marine Layer. As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).   Fury of the Tides. As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Aura of Adventure

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.

Blade of the Sea

At 20th level, you learn to channel the power of Ægir himself to briefly become a paragon of the ocean and its power. As an action, you embrace the spirits of the sea to gain the following benefits for 1 minute:   ● You have advantage on Strength (Athletics) checks and you gain a swimming speed equal to your walking speed. If you already have a swimming speed, it is doubled.   ● If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.   ● You can take the Dash or Disengage action as a bonus action.   ● You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.   Once you use this feature, you can’t use it again until you finish a long rest.

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