Paladin
Base Class: Paladin

The Ancient Greater Elementals employ powers that are almost godlike in their scope of power and ability. Their capability is vast, and they are able to influence legions of Elementals with their whims. Some other beings also swear fealty to these extraordinary powers, revering them as the godlike essences of nature they truly are like unto. The warriors who do so with fervent devotion may sometimes be enshrined with with a modicum of their Ancient Elemental's divine nature magic, making them most like a paladin who serves a divine go or goddess, albeit not exactly alike to those, as these paladins aren't truly clergy of any kind. They are inspired warriors, with the ability to wreath their weapons and defenses in elemental magic power, to command Elementals of a kind, and to protect their allies from elemental onslaught.

In Avalestra, there are a small cadre of Genasi who embrace this way of being in the great city of Mentus, pledging service to any one of the Elemental Lords. Although they rarely travel to the western continent of Avalestra, some are sent on missions or charged with wayfaring and exploring duties that bring them that far. Although not quite paladins in the truest sense, these great soldiers are still invested with divine power, and have the ditinct benefit of not having their patrons disappear in the Vanishing.

TENETS OF THE OATH OF THE ELEMENTS-
Enforce Equilibrium- All of these semi-divine soldiers believe that the elements must exist in balance with one another, and that no one element should prevail over the others for terribly long in the greater scheme of the world's systems and energetic flow. Those who seek to disrupt the balance of nature must be taught the error of their ways or punished.
Burn, Blow, Stand, Flow- These Paladins choose one ancient elemental to serve, and in so doing they are charged with one of the divine duties of their kind. Fire Elementals burn away the old to make way for the new. Air Elementals bring breath, wind, and storm, giving life and succor, yet wreaking havoc in equal stroke. Earth Elementals have endured eons and ages, and they believe it is their way to always survive, standing strong no matter what the other elements may do. Water Elementals are easygoing and free, yet they are in their own way confined by the riverbed and ocean currents, so they must act when it makes sense to do so.
No Morality Stands in the Way- Humanoid concepts of good and evil are mostly foreign concepts to the Ancient Elementals, and almost every one of these paladins is neutral in regards to such thinking. The only true evil to them are those who would willingly disturb the Great Equilibrium, and in all other ways, they do not allow ethical considerations to color their decisions, though they will protect friends, they will help their clan, and they will challenge any who stand in the way of their goals for any other reason with devout ferocity.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Elements Spells
Paladin Level Spells

3rd

Absorb Elements, Chromatic Orb

5th

Dragon's Breath, Enlarge/Reduce

9th

Elemental Weapon, Protection from Energy

13th

Conjure Minor Elemental, Elemental Bane

17th

Conjure Elemental, Holy Weapon

Bonus Proficiencies
3rd-level Oath of the Elements feature

At 3rd level when you choose this class, you gain proficiency in the Nature skill and Herbalist's Tools. Additionally, you learn to read, write, and speak Primordial.

Channel Divinity

3rd-level Oath of the Elements feature

At 3rd level when you gain this class, choose from Air and lightning damage, Earth and bludgeoning damage, Fire and fire damage, or Water and cold damage, and you gain the following two Channel Divinity options:

Imbue Object- You can cause elemental magic to be imbued into an item you are wearing or carrying. When you use an action to invoke this option, you may choose to have a weapon you are holding deal 1d4 bonus magic damage of the type associated with your chosen element once on each of your turns. Alternatively, you may use an action to invoke this option as you touch an armor or shield, and the wearer of that armor or shield reduces all damage of your chosen type by 1d4 for each instance of that damage. Either of these options last for a number of minutes equal to your Charisma modifier.

Enforce Equilibrium- You can cause Elementals to flee from you, repelling them with your elemental endowment. As an action, you hold your holy symbol aloft, and all Elementals except those of your chosen type within 60 feet must make a Wisdom saving throw at a DC equal to 8 + your proficiency bonus + your Charisma bonus or be forced to use their action to flee from you at their movement speed for a number of rounds equal to your Charisma bonus.

Elemental Strikes

7th-level Oath of the Elements feature

At 7th level in this class, you have learned to deal the damage of your chosen element when you use your Divine Smite, and you may also deal extra damage with your smite to Elementals who are not of your type. When you use your Divine Smite feature, you may choose to deal either radiant damage or your chosen elemental damage type from your Channel Divinity feature, and in addition, you may deal the bonus Divine Smite damage normally dealt to Undead and Fiends to Elementals who are not of your chosen type.

Additionally, when you hit an enemy with a critical hit, you may add 2d8 damage of your chosen damage type to the damage dealt.

Elemental Command

15th-level Oath of the Elements feature

When you've accomplished as many great deeds as you have in the name of the Ancient Elementals, other Elementals treat you with a great deal of respect, and you can summon stronger versions of your Elemental types with your spells to assist you. When you cast Conjure Lesser Elemental or Conjure Elemental, if you summon an Elemental of your chosen type, that creature appears with 2 additional hit points per hit die it has, and all damage it deals is treated as magic damage for the purposes of damage reduction. Additionally, if you lose concentration on such a spell for your chosen type of Elemental, the Elemental never attacks you or your allies, will defend itself if it must, but otherwise will merely take every opportunity to leave.

Finally, whenever you are interacting with an Elemental, you have advantage on all Charisma ability checks to influence that creature.

Form of the Ancients

20th-level Oath of the Elements feature

At 20th level, you gain the ability to assume the form of the very powerful Greater Elementals. As an action, you assume the form of a Greater Elemental of the type chosen in your Channel Divinity feature. You assume the appearance, abilities, hit points, and features of that creature for a number of rounds equal to your Charisma bonus + your Proficiency bonus. When you assume this form, your gear merges into your new form until its duration ends or you choose to end it as a bonus action. You may use this feature three times before you must finish a long rest to use it again.

Additionally, you gain a movement mode relevant to your chosen Elemental type. If your chosen type is Air or Fire, you gain a fly speed equal to your walking speed. If your chosen type is Earth, you gain a burrowing speed equal to half your walking speed (rounded down). If your chosen type is Water, you gain a swimming speed equal to your walking speed and you never suffer disadvantage on attacks while underwater.

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