Paladin
Base Class: Paladin

The Oath of the Elemental Warden calls to those that wish control the very elements of the world. Driven to retain the careful balance between the elemental planes, paladins who swear this oath seek out those that would harm that balance, and destroy them if necessary. Such warriors believe the four elemental planes have a greater potential then anything one would find in the Prime Material plane they call home. 

While many of these paladins gain their power from the pure elemental forces, some prefer to give tribute to the Elemental Lords. Some may worship Akadi, Grumbar, Istishia, Kossuth or one of the many other lords, but they never worship one. Balance must be maintained, and no one element should reign supreme. 

TENETS OF THE ELEMENTAL WARDEN

A paladin who takes this oath keeps the tenets of the Elemental Warden close to their heart and mind at all times.

Maintain Balance. No one element should every surpass the other. All four elements must remain in equilibrium. 

Do Not Be Held Down. Just like the elements of Fire, Water, Air and Earth, you must never let yourself become restricted. Your freedom is as important as your life. 

Embrace The Changing Elements. Change may come with a risk, but remaining stagnant prevents personal growth. Never let yourself become content. 

 

Oath of the Elemental Warden Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Planar Guardian (Medium)
15th Empowered Elements
18th Planar Guardian (Large)
20th Elemental Tempest

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Planeswarden Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Planeswarden Spells

Channel Divinity

You gain two new Channel Divinity options:

Planeswarden's Might. As an action, you can imbue your body with elemental energy. Choose an element: Fire, Water, Air or Earth and gain the effect listed below. This effect lasts for 1 minute. 

Fire. Your weapon attacks deal an additional 1d6 fire damage.
Water. Once during your turn, when you hit a creature with a weapon attack you may restore 1d6+CHA hit points. 
Air. Once during your turn, when you hit a creature with a weapon attack you can push the creature 5 feet away from you. 
Earth. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Planar Dismissal. As an action, you can attempt to send one creature that you can see within range to one of the four common elemental planes. A creature within 30 feet of you that can hear you must make a Charisma saving throw. On a failed save, it is banished for 1 minute or until you lose your concentration (as if you were concentrating on a spell). While banished, the target is incapacitated. The target remains there until the feature ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Planar Guardian

Starting at 7th level, your connection to the elemental planes has improved. You may now focus on that connection to call forth a guardian to assist you.

When you finish a long rest, choose one of the following elements: Fire, Water,  Air or Earth. Your chosen element affects the statistics of your planar guardian. As an action you may summon forth a planar guardian. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Planar Guardian stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance when you summon it but, it always resembles the plane it was summoned from. 

In combat, the guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. 

The planar guardians spells use your spell save dc and spell attack modifier. Treat the planar guardian as your level for the purpose of cantrips. If one of the guardian's actions has limited uses, those uses are shared between all summons of the guardian. 

The planar guardian remains for 1 minute, until it is reduced to 0 hit points, or until you die. If you use this action to summon a planar guardian and already have a planar guardian from this feature, the first one immediately vanishes. 

 At level 18, your planar guardian's size increases to large. 

pLANAR gUARDIAN

Armor Class 15 (natural armor)

Hit Points 3 + your Charisma modifier + three times your paladin level (the guardian has a number of Hit Dice [d10s] equal to your paladin level)

Speed 30 ft.; burrow 30 ft. (Earth only); fly 30 ft. (hover) (Air only); swim 30 ft. (Water only)

STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
4 (−3)
WIS
10 (+0)
CHA
14 (+2)

Saving Throws Dex +1 plus PB, Cha +2 plus PB

Skills Athletics +3 plus PB, Perception +0 plus PB × 2

Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (earth only)

Damage Immunities poison; fire (Fire only)

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages Primordial, understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Magic Weapons. The guardians weapon attacks are magical.

Innate Spellcasting. The planar guardian can innately cast the following spells using your spell save dc and spell attack modifier, requiring no material components:

At will: fire bolt (Fire only), acid splash (Water only), shocking grasp (Air only)

Actions

Slam (Fire and Water only)- Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. one target you can see. Hit: 1d6 + PB fire damage (Fire only), acid damage (Water only), or lightning damage (Air only)

Jolt (Air only)- Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft. one target you can see. Hit: 1d6 + PB lightning damage.

Rock Slam (Earth only)- Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. one target you can see. Hit: 2d6 + PB bludgeoning damage.

Flame Burst (Fire only) (2/Long Rest)- As an action, the planar guardian lets loose a blast of flame. All creatures within 15 ft. of the guardian must succeed on a Dexterity saving throw against your spell save DC or take 2d8 + PB fire damage, or half as much on a success. 

Restorative Waters (Water only) (2/Long Rest)- As an action, the planar guardian can soothe injuries. A creature of your choice within 5ft of the guardian regains hit points equal to 2d6 + PB.

Gale Force (Air only) (2/Long Rest)- As an action, the planar guardian buffets foes with a powerful wind forming in a line 30 feet long and 5 feet wide. All creatures in the line must make a Strength saving throw against your spell save DC or be pushed back 10 feet from the planar guardian. If a creature would be pushed into a wall or another creature, they take an additional 1d6 bludgeoning damage.

Seismic Shake (Earth only) (2/Long Rest)- As an action, the planar guardian shakes the very earth. All creatures within 15ft of the guardian that are not flying must succeed on a Strength saving throw against your spell DC or be knocked prone.  

 

Reaction

Planar Blessing. When a creature within 5 feet of the guardian takes damage of a specific type, the guardian may bestow resistance to the creature for that instance of damage. The damage type is based on the guardians type; Fire damage (Fire only), Acid damage (Water only), Lightning damage (Air only), Bludgeoning damage (Earth only).

Empowered Elements

Starting at level 15, your control over the elemental forces has improved considerably and your Planar Guardian is visibly more powerful:

  • All of the Planar Guardians actions with limited uses gain an additional use per long rest. 
  • The damage of Flame Burst increases to 4d8 + PB fire damage (up from 2d8)
  • The healing of Restorative Waters increases to 4d6 + PB (up from 2d6)
  • The wind from Gale Force now pushes creatures back 20 feet, and the damage from hitting an obstacle or creature increases to 1d6 bludgeoning per 5 feet remaining. 
  • Seismic Shake now tears up the ground in its area. The affected area is now difficult terrain for 1 minute. 
  • Your Planar Guardian gains a new action described below.

Multiattack. The guardian makes two slam, jolt, or rock slam attacks.

 

Elemental Tempest

Starting at 20th level, You have mastered the power of all four elements -- Fire, Water, Air and Earth, and while you cannot claim complete control over them, you've gotten pretty close. As a bonus action, you gain the following benefits for 1 minute:

  • Your weapon attacks deal an additional 2d6 fire, acid, lightning or bludgeoning damage depending on which element you selected for Planar Guardian. This damage counts as magical for the purpose of resistance and immunity. 
  • Your Planar Guardian's limited action no longer has a limit and can be used as a bonus action. Additionally as part of the bonus action to activate this feature and for it's duration, you may choose to summon your Planar Guardian as a bonus action or an action. 
  • You've gained the ability to channel all four elements into one massive attack. When you take the attack action, you may forgo one of your attacks to instead make a melee spell attack. On a hit, you deal 4d6 fire damage, restore 4d6 hit points, push the target away from you up to 30 ft., and knock the target prone. You may only attempt this action once per turn, and when you successfully land the attack you cannot do it again for the duration of Elemental Tempest.

Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. 

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