Paladin
Base Class: Paladin

Oath of the Primal Elements
The Oath of the Primal Elements is as old as Primordial Giants. Sometimes called Primal Knights, Paladins that swear this oath are guided by the world itself, they hold the belief that the only sacred things are the elements that were part of the creation of all life. Their pact guides them to restore and protect the environment that surrounds them. The Paladins under this oath tend to adorn their armour in elemental colours, (blues, reds, yellows, whites and greens) some may just wear a coloured scarf or belt; or bare a symbol of an primal element they mostly use in combat.

Tenants of the Primal Elements
The tenets of the Oath of the Primal Elements have been preserved for uncounted centuries. This oath emphasizes the principles of balance above any concerns of law or chaos. Its four central principles are simple.

Kindle the Flame of Life/Crack the Ice Beneath your Foes. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world. Where life flourishes, stand against the forces that would render it cold, broken and barren.

Be Stable like the Earth/Flow like Water. Where there is good, beauty, love, and laughter in the world, stand strong against the wickedness that would swallow it. Be a glorious beacon for all who live in desolation and despair. Let the light of your joy and courage flow forth in all your actions.

 

Channel Divinity

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

Elemental Fury. You can use your Channel Divinity to cause your weapon to burst with the elements.
As a bonus action, you can cause the elements to wrap around a weapon you are wielding in one hand, this condition lasts for one minute, until you drop the weapon or fall unconscious. Whenever you hit a creature with the melee weapon that is active with your Elemental Fury, roll 2d6 and choose one of the d6s to be the number of damage dealt. The number rolled on the second d6 determines the damage type, as shown below.

1. Force
2. Cold
3. Fire
4. Lightning
5. Poison
6. Thunder

If you roll the same number on both d6s, the elemental energy leaps from the target to a different creature of your choice within 30ft of you, this automatically hits the target. Make a new damage roll, rolling the same number on both d6s can cause the energy to leap again, though a creature can only be targeted by your Elemental Fury once per turn.

Control the Elements. You can use your Channel Divinity to control elemental creatures. 
As an action, you present your holy symbol and speak to the elements. Choose any Elemental or elemental creature that can see or hear you within 30 feet of you. The chosen target must make a Wisdom save throw against your Spell Save DC. If the creature fails its saving throw, it becomes charmed by you for one minute, the creature can remake its saving throw whenever it takes damage.

As well as the creature being charmed by you, you can use your Bonus Action on subsequent turns to command the creature to use its movement and any of its actions (not including Bonus Actions, Reactions or Legendary Actions if the creature has any)

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells

Aura of Quaking Earth

Starting at 7th level, you cause the ground beneath your feet to crumble and quake. As a bonus action, you can cause the ground within 10 feet around you to become difficult terrain, this lasts indefinitely or until you dismiss it as another bonus action. Whilst your Aura of Quaking Earth is active, you may make an attack of opportunity without expending your reaction whenever a creature enters your melee range for the first time on their turn.

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

Gift of the Wind

Starting at 15th level, as a bonus action, you can activate Gift of the Wind causing your physical attacks to become charged with a powerful wind which destabilizes your enemies. For the next minute, every time you hit a creature with a melee attack, the target creature must make a Constitution Saving Throw against your Spell Save DC, on a failed save the target is pushed back 15ft or falls prone. (your choice)

Aura of the Elemental Storm

At 20th level, you can emanate an aura of an element of your choosing: Force, Cold, Fire, Lightning, Poison or Thunder. As an action, you can summon the Aura of the Elemental Storm. The chosen element forms a storm 30 feet around you in all directions, the storm is centred on you and moves with you. You and any other creatures of your choice within the aura become immune to the chosen elemental damage type. Whenever an enemy enters the storm for the first time on its turn or starts its turn within the storm takes 20 points of damage equal to the chosen element. Once you use this feature, you can’t use it again until you finish a long rest.

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