1985 Games
Caption
Those who commit themselves to the Oath of the River have found guidance in the shifting waters and the great creatures that live within them. These diverse individuals model their lives and the tenets they follow after the tranquil waters of a blue pool and the rushing rapids that spill over a great waterfall—always striving to flow around obstacles if possible, but ready to crash through them when left with no other option. As the river flows and bends, it seeks the path of least resistance on its journey to the ocean. Like the river, Paladins who have sworn this oath remain adaptable but steadfast in their own course.
These Paladins share the following tenets:
- Forgiveness can be as sharp as any blade.
- Judgment is reserved for those truly deserving of it.
- If I must battle, I will fight with all my passion and strength.
- I will not abandon my duty, especially when others are counting on me.
Historic Mythos
If the stories passed down by generations of Paladins are true, the first of the noble warriors and sages to dedicate themselves to the Tenets of the River did so only after speaking with the four great river spirits: Din, Yon, Mu, and Go. As the story goes, the warrior traveled across Obojima and into the domains of the great rivers, where they spent many years as the river spirits’ yoriki. When the time came for the warrior to leave, they asked the four great river spirits to each bestow a piece of wisdom they could take back to the Physical Realm. The words spoken by the spirits would go on to shape the Tenets of the River.
River Shrine
River Shrines—or River Graves, as some call them—are statues erected in honor of a warrior, poet, or sage who followed the Tenets of the River. The practice is less common than it once was, but during the Human Age, when the first groups of humans began to practice them, it was customary to create statues for the most impactful adherents. These statues often depict aquatic creatures, serving as symbolic representations of how the deceased lived their lives.
Bladeless
As the Tenets of the River became more widely known, the trend of the bladeless warrior began to emerge. These paladins, unlike other swordsmen, sought to follow their beliefs without the use of a weapon. This way of thinking naturally lent itself to a slower, more contemplative lifestyle, which is why most attribute the founding of the Western River Shrine and the northern temples to the bladeless warriors.
Level 3: Blessed Pool
As a Bonus Action, you can speak gentle yet courageous words that encourage your allies and heal them. Choose a number of creatures up to twice your Charisma modifier (minimum of 2) that you can see within 30 feet of you. Each target regains 2d6 Hit Points. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Level 3: Oath of the River Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the River Spells table, you thereafter always have the listed spells prepared.
Oath of the River Spells
| Paladin Level | Spells |
|---|---|
| 3 | Bless, Whelm Weapon |
| 5 | Calm Emotions, Lesser Restoration |
| 9 | Water Breathing, Water Walk |
| 13 | Control Water, Freedom of Movement |
| 17 | Mass Cure Wounds, Submerge |
Level 3: Rushing Rapids
As a Magic action, you can expend one use of your Channel Divinity to cause a forceful wave of water to erupt outward in a 20-foot Emanation originating from you. Each Large or smaller creature of your choice in the area must succeed on a Strength saving throw or be pushed to an unoccupied space that is 5 feet outside the area.
Level 7: Aura of the River
You emanate an aura that causes the area around you to feel as if wading through a body of water, slowing down your enemies as they approach. The area within your Aura of Protection is Difficult Terrain for other creatures. You can designate any number of creatures you can see to be unaffected by it (no action required).
In addition, the first time you hit a Large or smaller creature on your turn with a melee attack roll, you can use your aura to move the target up to 10 feet to a space you choose, provided it’s unoccupied.
Level 15: Shielding Spirit
Whenever you make a Dexterity saving throw, you can take a Reaction to halve any damage you would take from the effect. When you do so, you can also expend a spell slot to extend this benefit to nearby allies. Choose a number of creatures within 10 feet of you equal to the level of the spell slot expended; the damage is also halved for each of those creatures.
Level 20: Form of the River
You can manifest the powerful visage of the river spirit around your body. As a Bonus Action, you gain the following benefits for 1 minute:
- Your Speed increases by 15 feet, and you gain a Swim Speed of 60 feet.
- You have Advantage on all saving throws.
- Whenever you successfully move a creature with your aura, you can choose to deal 2d8 Bludgeoning damage to it.
Once you use this Bonus Action, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
