Critical Role's Matthew Mercer released a new subclass for the Paladin last Friday. The new Dungeons and Dragons subclass is called the "Oath of the Open Sea," and was released on D&D Beyond as unofficial material. Without going too much into Campaign 2 spoilers for Critical Role, this introduction came as no surprise for Fjord (CEO Travis Willingham's character). Thematically, it definitely makes sense considering what the character has been going through.

Seeing as Critical Role has been sponsored by D&D Beyond since the beginning of Campaign 2 - and they've worked together on other subclasses like Blood Hunter, Gunslinger, and the Cobalt Soul Monk - it's to be expected that any updates to the subclass will come through on D&D Beyond as well.

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To be clear, this subclass was made for a very specific D&D character, is only a playtest, and should be treated as such. The Oath of the Open Sea Paladin subclass will likely need quite a few tweaks for those hoping to play it in their own Dungeons & Dragons campaigns because of this. That said, the class features are quite interesting (especially to players looking to play a sea-fairing Dungeons & Dragons campaign like Ghosts of Saltmarsh).

Oaths & Spells Of Critical Role's Open Sea Paladin

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As with most Paladin subclasses, Critical Role's Oath of the Open Sea requires players taking Oaths. This one has four tenets, and the first is "No Greater Life than a Life Lived Free." The description (to quote the subclass on D&D Beyond) is: "One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote." An oath that fits some sort of righteous Paladin pirate, no doubt, and one that will for sure lend to some great new character backstories in any D&D campaign.

The second oath, "Trust the Skies," reads: "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." This oath definitely feels oriented toward the Wild Mother and Storm Lord (as the class' opening description covers), but could easily be geared toward Greyhawk deities like Beory or Obad-Hai. The third oath, "Adapt Like the Water," goes: "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." This is pretty general, and probably wouldn't need any changes to apply to most D&D Paladins.

Lastly, "Explore the Uncharted" reads: "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." Basically just an awesome way to say "you like to travel and smite evil," this is another straightforward oath that could be easily added to many Dungeons & Dragons characters.

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The spells for Critical Role's nautical subclass include "Create or Destroy Water" and "Expeditious Retreat" at third level. At fifth the Open Sea Paladin gets "Augury" and "Misty Step," along with "Call Lightning" and "Tidal Wave" at ninth. "Control Water" and "Freedom of Movement" unlock at thirteenth, and "Commune with Nature" and "Maelstrom" at seventeenth. Neither "Water Walk" nor "Water Breathing" were included, which is a curious omission.

Critical Role's Open Sea Paladin Class Abilities

"Marine Layer" and "Fury of the Tides" are the available Channel Divinity options at third level. "Marine Layer" allows the D&D Open Sea Paladin to create a heavily-obscuring fog twenty feet in all directions with an action. The fog lasts for ten minutes, all creatures within five feet of the Paladin view the fog as lightly obscured, and the fog "cannot be dispersed" (which is a bit vague). This is a very strong ability in Dungeons & Dragons for just a third-level Paladin, and should probably be moved to a higher slot.

"Fury of the Tides" is activated as a bonus action, lasts for one minute, and allows a Paladin to push an enemy ten feet away on a hit. If the enemy hits an object or creature after being pushed, it takes additional bludgeoning damage (equal to the Paladin's CHA modifier). "Fury of the Tides" seems fair, but should probably allow for a strength or dexterity save when it comes to something like being knocked overboard (or off the crow's nest).

"Aura of Liberation" unlocks at level seven, and prevents the Paladin (along with any creature of their choice within ten feet) from being grappled or restrained. "Aura of Liberation" also removes movement and attack penalties underwater, and any Dungeons & Dragons creature within the aura (and presumably under its effects) can use five feet of their movement to escape a non-magical grapple or restraint. The range of this ability also goes from ten to thirty feet at level eighteen. This should probably swap with "Marine Layer" and unlock at level three. Assuming "any creature of your choice" means one other creature, this is a solid buff for another melee party member during underwater fights. The anti-grapple/restrain addition is fine, as most effects that cause those conditions would likely be magical anyway.

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"Stormy Waters" can be used as a reaction at level fifteen when a creature enters or leaves the Paladin's melee range. The Paladin summons a wave and the enemy takes 1d12 bludgeoning, and must succeed on a strength-saving throw (the DC of which was not shared, likely based on the Paladin's CHA modifier) or be knocked prone. This is pretty cool creative addition that suits Critical Role's Dungeons & Dragons subclass, and doesn't seem overpowered, as it can only be used fairly specifically.

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Lastly, at twentieth level, "Mystic Swashbuckler" is unlocked. For one minute (as an action), the Open Sea Paladin can "channel the spirits of historic sea captains," which allows them to spend no additional movement when climbing and gives them advantage on strength checks. It also gives the Paladin advantage on attacks on creatures within five feet, so long as it's the only creature in that range. They also receive "Dodge" as a bonus action, and have advantage on all dexterity checks and saving throws (so long as they can see the effect).

"Mystic Swashbuckler" can only be used once per long rest, and seems to be missing a bit for a level twenty class feature. The addition of ice damage on a hit would be a solid addition, or maybe adding damage upon a creature starting its turn nearby, like with Oath of Devotion's "Holy Nimbus" (except it would be cold damage, not radiant).

Though clearly geared toward Fjord, with some modifications (and a tolerant Dungeons & Dragons DM), a new character could easily take this subclass. Overall, Critical Role's Dungeons and Dragons Oath of the Open Sea subclass is really interesting, and future updates will make it even more so.

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Source: D&D Beyond