Base Class: Paladin
The paladins in the oath of the elements devote themselves to a god that has a strong control over an element of the material plane. Many of these paladins are followers of Tiamat who can grant any number of elemental powers to her followers but any number of gods and powerful creatures can provide this blessing to their paladins.
Elemental Presence
The god or powerful being you follow blesses you with their elemental power. Choose an element from the types listed that best suites your god or greater being. Acid, Cold, Fire, Lightning, Poison or Thunder. You can change this element type whenever you gain a paladin level. You gain the following benefits associated with the damage type chosen. You gain another elemental type when you reach 9th level in this class. When you use divine smite you can now choose between the two damage types chosen before rolling the damage.
You gain resistance to the chosen type of damage.
Your divine smite now deals the damage type chosen instead of radiant damage.
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 invoke a powerful elemental boon to your foes. When you deal damage with your divine smite ability you can choose to invoke the boon that matches your elemental damage.
Acid: The target becomes sheathed in an acid energy which hurts them as they act. While the creature has this acid on them they take 1d8 acid damage for every 10 feet of movement they spend on their turn (minimum of 1d8 if they move at all on their turn). If the creature is hit with an attack by you or one of your allies before the acid dissipates the attack causes the acid to pop and deal a number of d8 acid damage equal to half your proficiency bonus, rounded up, to the creature and all creatures within 5 feet of it. The acid lasts until the start of your next turn or until it is popped.
Cold: The target begins to freeze slowing them and making them more susceptible to future attacks. The targets speed is halved and all attack rolls against the target gain a bonus to hit equal to your proficiency bonus until the start of your next turn.
Fire: The attack leaves the target with a searing brand which damages them on subsequent turns and makes them less likely to attack others. The creature takes fire damage equal to a number of d8's equal to your proficiency bonus at the start of their turn. Additionally the creature has a minus to hit creatures other than you equal to your proficiency bonus until the start of your next turn.
Lightning: The lightning you unleash lashes out at nearby enemies. Additionally you surround yourself with an electric field which makes it harder for your initial target to hit you. Every enemy within 30ft of the target of your divine smite takes lightning damage equal to half of the lightning damage dealt to the target of your divine smite. Additionally the target of your divine smite has a minus to hit you equal to your proficiency bonus until the start of your next turn.
Poison: The target begins to feel the side effects of the poison which has begun to seep into their skin. The target becomes poisoned until the start of your next turn and must roll a d4 to determine how the illness effects them.
- The creature doubles over with a fit of vomiting and becomes prone. The creature can act normally on their turn except that they can't stand up from their prone until the illness fades.
- The creature is struck with a fit of paranoia and must spend their reaction to move up to their movement speed away from all creatures, allies or enemies. If the creature has already spent their reaction or has a movement speed of 0 they instead become stunned until the start of your next turn.
- The creatures mind is filled with violent visions. The creature must spend their reaction to make an attack against a creature they consider an ally. If the creature has already spent their reaction or has no target they instead become stunned until the start of your next turn.
- The creature begins to leak a green bile from their orifices which drops their guard. All attacks against the creature have advantage and the creature has disadvantage on Constitution, Dexterity and Strength saving throws until the illness fades.
Thunder: The thunder lashes out and sends the target flying. The target also becomes discombobulated and has a hard time perceiving their surroundings. If the creature is no more than one size larger than you the creature is flung up to 30 feet away from you. If the creature impacts something during this they take 1d6 damage for every 10 feet traveled. Additionally the creature gains disadvantage on all perception checks and can't take reactions until the start of your next turn.
Turn the Unwanted. You can use your Channel Divinity to utter ancient 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Elements Spells
| 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 Chaos
Beginning at 7th level, you manipulate the element that rushes through you granting you a boost in using it in battle. You and friendly creatures within 10 ft. of you ignore resistance to the damage type chosen when you gained this subclass. Additionally you and friendly creatures in your aura gain 1d4 of damage, that matches the damage type chosen, on weapon attack rolls.
At 18th level, the range of this aura increases to 30 feet.
Elemental Overhaul
Starting at 15th level, you now treat monster immunity of your damage type as resistance. This resistance isn't ignored like normal resistance.
Champion of Chaos
At 20th level, you become an unstable vessel of your chosen element.
Using your action, you create an aura with the following effects for 1 minute:
You surround yourself with an aura of your element which is a 30 foot diameter. All enemies within this aura must make a Wisdom saving throw if they attempt to leave your aura. On a fail the creature can't leave your aura and their speed becomes 0 until their next turn, on a success the creature takes 2d8 of the aura's damage type. Additionally enemies that take damage that matches your damage type while in your aura take an additional 2d8 of that damage type.
Once you use this feature, you can’t use it again until you finish a long rest.
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