Water: the one element required for life. Paladins who have taken the Oath of Lifewater understand this one universal truth. They are the first to brave a lifeless and desolate wasteland or to unlock the secrets of a verdant island. Life abundant and decay rampant are a natural cycle of the cosmos, but a paladin who follows Vasi’s oath seek above all to guide that cycle toward renewal and forestall ruin. A knight of the tear is welcomed and honored by both farmers and kings.
Tenets of Water
The tenets of the Oath of Lifewater is ancient wisdom, predating civilization. It is felt, known, and inherited more than it is taught. Adherents to this oath celebrate a bountiful life, guard against imbalance, and seek renewal.
Share the Gift. Do not concern ywourself with mortal quarrels of pride and politics. Instead seek those who seek survival. Help the struggling to thrive. All life needs water. Share a water’s bounty with all those who would cherish it, and teach mercy to those who do not.
Seek Balance. Water is balance. Water quenches thirst and feeds life. But water also floods valleys and drowns swimmers. Water itself is no holy thing; it is balance in which is found a peaceful abundance to be shared by all.
Seek Purity. Is a parched man saved by a barrel of brackish, salted water? Or is his torture only extended? Where life struggles and want prevails, seek purity in restoring balance, so that abundance might grow from your efforts. Defend, to the last, any hope for growth from fledging sources of water.
Paladin Oath of Lifewater Spells
3rd create or destroy water, fog cloud
5th misty step, lesser restoration
9th create food and water, plant growth
13th control water, freedom of movement
17th conjure elemental*, greater restoration
*water elementals only
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Purify Body. As an action, you can purify the blood of your allies, removing the poisoned condition and 1 level of exhaustion from yourself and all allies within 30 feet.
Soothing Mist. As an action, you summon healing mists; you and every ally within 30 feet gains the maximum benefit of a cure wounds spell.
One With Water
At 7th level, as an action, your bond with water becomes manifest. For 1 hour when you are in a body of water large enough to submerge yourself, you gain the benefit of water breathing, freedom of movement, and shield. Once you use this feature, you can’t use it again until you finish a long rest.
One With Balance
Starting at 15th level, when you use your Channel Divinity, allies within 30 feet have advantage on their next attack roll, and enemies within 30 feet have disadvantage on their next attack roll.
One With the Source
At 20th level you gain the benefit of water breathing and water walk permanently.
Additionally, as an action, you speak but a word and conjure a geyser of pure, cold water. At a point you can see within 120 feet, a geyser erupts in a 40-foot-wide, 100-foot-tall cylinder. Creatures within the area of the geyser must make a Dexterity saving throw against your spell save DC. A creature takes 20d6 cold damage and 20d6 bludgeoning damage on a failed save, or half as much on a successful one, as they are lifted to the apex of the geyser.
The geyser last for up to 1 hour, requiring concentration. Rain blankets the surrounding area in a 1-mile radius for the geyser’s duration, and a deep pool of pure, clean water remains when this effect ends.
Once you use this feature, you can’t use it again until you finish a long rest.