Base Class: Paladin
Your true calling is in fighting to maintain the harmony of the Elemental Planes. They are the embodiment of chaos within the inner planes, making your task arduous and never-ending. Regardless of these insurmountable challenges, you persist, safeguarding the peace and stability of your realm.
Tenets of the Elements.
- Quel the Abuse of the Elements. Stopping the malicious manipulation of the elements is your greatest duty. You must never turn a blind eye if you learn such acts might be taking place.
- Harmony Over Chaos. A middle ground between opposing forces is where your work is exemplified. Bringing balance to societies is also of importance, thus stopping lawlessness and chaotic factions are of great importance to you.
- Aid The elements can be devastating and merciless. Helping those displaced and injured by elemental forces is one of your sworn duties.
- Banish. Sentient elementals do not belong in your realm. By any means, whether its banishment or elimination, you must return them to whence they came.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Pacify the Elements. As an action, the Paladin releases a calming wave of elemental energy. All elementals within 30ft of the Paladin must make a Charisma saving throw. If they fail the save, they become charmed by the Paladin for 24hrs and lose all desire to fight. This effect ends if the elemental is attacked or targeted by any harmful effects.
Maelstrom. As a bonus action, the Paladin whips up a storm of elemental energy around them. When this Channel Divinity option is activated choose between fire, cold, lightning, thunder, or bludgeoning, as the elemental damage that this ability will deal. For the next minute, the Paladin can use a bonus action to swell the maelstrom, causing it to deal damage of the chosen type to any creature within 5ft of the Paladin, equal to your proficiency bonus + your Charisma modifier. The ability automatically swells once when activated. The storm ends early if you fall unconscious.
When you swell the maelstrom, you can choose to end the effect early to let loose all its remaining power. Doing so causes the damage it deals to instead be equal to half of the maelstroms remaining rounds times the normal damage of a swell.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Elements Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Elemental Warding
At 7th level, you may choose between fire, cold, lightning, and thunder. You and all friendly creatures within 10ft of you gain resistance to the chosen damage type while you are conscious. You may choose a different option after finishing a long rest. Additionally, you can change your Divine Smite damage to either fire, cold, lightning, or thunder.
At 18th level, the aura increases to 30ft
Primeval Strikes
Starting at 15th level, as a bonus action, you can imbue weapons you wielding with elemental energy. Choose between fire, cold, lightning, and thunder. All attacks made with the imbued weapon deal damage of the chosen type equal to your Charisma modifier (minimum of 1). A weapon that is out of your possession for more than one round losses its imbuement. If used on a weapon with the Ammunition feature, all projectiles fired from it are imbued.
Elemental Ascension
At 20th level, you can use an action to turn your whole body and everything you carry becomes one with the chaos of the elements, causing you to gain the following benefits for 1min:
- Your chosen elemental resistance from Aura of Element Warding becomes immunity, and you gain resistance to the remaining options.
- You gain a fly speed, swim speed, and burrow speed equal to your walking speed. Additionally, you can move through a space as small as one inch. While flying you hover, and when you burrow you do so without disturbing the ground.
- Your Channel Divinity: Maelstrom aura increases to 10ft
- Your Primeval Strike imbuement deals an additional 1d10 damage. Additionally, all damage from Paladin abilities and weapon attacks becomes Elemental damage. Elemental damage type includes any or all of fire, cold, lightning, and thunder, for the purpose of avoiding resistances and exploiting vulnerabilities.
You must finish a long rest before activating this ability again.
Previous Versions
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12/28/2018 5:44:39 AM
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