Paladin
Base Class: Paladin

The Oath of the Primordials comes from a time before the gods walked the lands. They are often called Shamans, or Primordial Knights These paladins swear an oath to maintain balance among all things, much as the balance between the four elements can never be upset. Paladins who swear this oath strive to maintain the balance that makes life possible, these paladins also know that some forces grow without assistance, and they strive to beat them back, but not extinguish the flame. There has to be death to enjoy life, there has to be sickness to enjoy health, but when these forces become too strong these warriors are there to balance the scales.

TENETS OF THE PRIMORDIALS

The tenets of the Oath of the Primordials are sworn in a grove where druids, clerics, and other Oath of the Primordials paladins reside. The four Tenets are.

Beat Back The Storm. Never let death over run life, never let fire consume the whole forest, never let chaos out grow law.

Never Douse The Flame. While fire can't be allowed to grow unchecked, it must never be fully extinguished.

Preserve Your Own Balance. Never let one force sway you too far to its side. Forgive, but punish. Love, but Fight.

Set the Scales. When imbalance is found strive to set it right.

 

Channel Divinity

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

 Earth Grab. You can use your Channel Divinity to invoke primordial forces to ensnare a foe. As an action, you can cause earth to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the earth, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the earth crumbles away.

Turn the Elements. You can use your Channel Divinity to utter primordial words that are painful for Elementals to hear. As an action, you present your holy symbol, and each elemental within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

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Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Elements Spells
Paladin Level Spells

3rd

Absorb Elements, Thunderwave

5th

Augury,Heat Metal

9th

Melf's Minute Meteors, Erupting Earth

13th

Conjure Minor Elementals, Storm Sphere

17th

commune with nature, Maelstrom

Aura of Absorption

Beginning at 7th level, primordial elements become a part of your being causing you to resist their damage. You and friendly creatures within 10 feet of you have resistance to damage from fire, lightning, and cold. Once per round, when inside your aura  if you, an ally, or a creature are damaged by fire, lighting, or cold, until the end of your next turn the first creature you hit with a melee attack takes an extra 1d8 of the damage type absorbed, also if the Divine smite feature is used with the elemental damage, The paladin can change the damage of the smite from Radiant to the absorbed element.

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

Master of the Elements

Starting at 15th level, Your master of the elements is so strong you can now change the damage type of your Aura of Absorption from the absorbed element to any one of the three listed elements.  The damage is now 2d8 of the chosen element.

Primordial Champion

At 20th level, you can assume the form of an primordial force of nature, taking on an appearance you choose. For example, your skin may become molten rock, or your hair may be made of fire, or lightning could crackle around you.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to Bludgeoning, piercing, and slashing damage.
  • You gain a flight speed of 30ft.
  • You summon a Fire, Water, Earth, or Air Elemental to your aid, no concentration required.
  • Your weapon strikes now cause 1d8 fire, cold, or lightning damage.

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

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