Paladin
Base Class: Paladin

Paladins that offer themselves to the Oath of the Elements understand the natural balance of the world involves an aspect of chaos. They utilise the chaos of the elements to quell the chaos, fighting fire with fire. While they appear to be ferocious in battle, they understand the importance of life amongst the chaos and resisting the temptations of embracing true chaos.

Tenets of the Elements

Fight Chaos with Chaos. While seeking to quell the chaos, utilizing the elemental chaos is a necessary deterrent.

Fury of the Elements. True strength comes from the elemental fury exerted in battle.

Life in Chaos. The elements are wild and dangerous. But knowing that life exists within the elemental chaos is key.

Resistance. Resisting the elements is one thing but resisting the temptations of embracing the chaos is paramount.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Elements Spells

Paladin Level

Spells

3

Absorb Elements, Chaos Bolt

5

Dragon’s Breath, Melf’s Acid Arrow

9

Elemental Weapon, Lightning Bolt

13

Watery Sphere, Elemental Bane

17

Conjure Elemental, Cone of Cold

Channel Divinity

When you take this oath at 3rd level, you gain access to the following two Channel Divinity options.

  • Elemental Wave. As a bonus action you unleash a wave of elemental energy. Choose from either fire, cold, lightning, acid, or thunder damage. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, creatures take 1d6 + your Charisma modifier (minimum of 1) damage of the chosen elemental type. On a successful save creatures take half damage. Creatures that fail the saving throw also suffer an additional 1d4 damage of the same type at the start of their next turn.
  • Elemental Vulnerability. As an action, you can impose an elemental vulnerability on an enemy you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, you give them vulnerability to either fire, cold, lightning, acid, or thunder damage until the end of your next turn. If the target normally has resistance to the damage type you choose and fails the saving throw, they instead lose their resistance. Similarly, if the target normally has immunity to the damage type you choose and fails the saving throw, they instead become resistant to the damage type.

Aura of Resistance

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to an element if you aren’t incapacitated. Choose either fire, cold, lightning, acid, or thunder damage. At the end of a long rest, you can change this resistance to one of the other elemental types.

At 18th level, the range of this aura increases to 30 feet.

Revitalizing Elements

Beginning at 15th level, you can turn the chaotic nature of the elements into restorative strength for allies. When you take damage from either fire, cold, lightning, acid, or thunder damage and you are resistant to it, you can use the portion of damage that you resist to heal an ally within 60 feet of you that you can see for the same amount.

You can use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest.

Elemental Fury

At 20th level, as a bonus action, you can channel the chaos of the elements to bring its fury upon your foes. For 1 minute, you gain the following benefits:

  • You constantly hover a few feet above the ground.
  • You are immune to fire, cold, lightning, acid, and thunder damage.
  • When you use a spell or ability that deals fire, cold, lightning, acid, or thunder damage, enemy creatures in the effect have disadvantage on their saving throws associated with the effect.
  • When you successfully hit with a melee weapon attack, you can deal additional damage equal to one roll of the weapons damage die. This damage is your choice of either fire, cold, lightning, acid, or thunder damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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