Base Class: Paladin
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Channel the Elements
Vow of the Blade: As a bonus action, you channel the elements through your Main Hand weapon. Choose an element(Fire, Earth, Water, or Air).
- Air: The winds guide your blade and seem to lift you when you move. For 1 Minute, double your move speed and gain advantage on attack rolls. Your attacks deal an additional 1d4 Lightning Damage during the duration. Your Divine Smite becomes Lightning instead of Radiant damage during the duration.
- Earth: You channel the stalwart natures of Earth, enhancing your natural physical prowess for 1 minute. You gain your level + your proficiency + your con modifier as temporary HP. You deal force 1d4 force damage during the duration. Your Divine Smite becomes Force damage instead of radiant during the duration.
- Fire: The voice of fire rages through your blade, converting its damage to fire for 1 Minute. Additionally, you deal your proficiency as bonus damage on your attacks. Your Divine Smite becomes Fire Damage for the duration.
- Water: Your body becomes covered in a thick aquatic mucus that seems like an invisible barrier to the Paladin for 1 Minute. During the duration, the Paladin gains resistance to Non Magical damage and the Paladin deals an additional 1d4 cold damage. Your Divine Smite becomes Cold Damage during the duration.
Vow of the Blade: Air
Air: The winds guide your blade and seem to lift you when you move. For 1 Minute, double your move speed and gain advantage on attack rolls. Your attacks deal an additional 1d4 Lightning Damage during the duration.
One With My Surroundings
By 7th Level, your attunement to the elements let's you use the surrounding elements to bar the exit of an opponent. When a target is struck by an elemental attack, the elements respond accordingly.
Earth: A wall erects to bar the escape of all characters within a 15 foot radius of the Paladin. All creatures within this line are sprung into the air and must make a DC(8+Prof+Cha) Strength Saving Throw or be hurled 15 feet into the air.
Fire: Supernatural Flames explode in all directions, barring the exit or entry of all creatures within a 15-foot radius of the Paladin. All creatures that cross the flames must succeed a DC 8+(Prof+Cha) or be thrown back 10 feet.
Water: A wall of water erupts in a 15 foot radius, pushing back all creatures on the radius. It expels all external and internal intrusions, magical or non- magical. Allied Creatures heal for their level plus the paladins Charisma Modifier when crossing the water. Enemies are simply stopped in place.
Air: A twisting Whirlwind engulfs a 15-foot radius. Allies or Enemies that cross the winds barrier takes 3d6 Force Damage.
Heart of the Elements
The breathe of the elements dwells within you, enhancing your Divine Smite further. Each time you use your Divine Smite while channeling Vow of the Blade, increase the damage by a number of dice equal to your proficiency modifier to the damage of Divine Smite. (If damage is 1d8 and you have a +3 proficiency, you gain 3d8 damage in addition to your Divine Smite's damage.)
Elemental Avatar
At 20th level, you can assume the form of an Elemental Avatar. Using your action, undergo a transformation. For 1 hour, you gain the following benefits:
- You gain all features of Vow of the Blade during the transformation, ignoring the 1 minute limitation. You can also freely swap between each feature.
- You emanate a chromatic aura that changes with your Vow of the Blade element.
- Air - You emanate an aura of wind, causing lightning to chain between all characters within 15 feet, causing them to take half your Divine Smite damage as lightning damage at the start of your turn. Additionally, your allies are immune to this damage and they no longer provoke attack of opportunity while in range.
- Earth - The ground within 15 feet of you quakes and shifts, making the area difficult terrain for your enemies, but normal terrain for your allies. Additionally, all enemies take half your Divine Smite damage as force damage while in the area at the start of each of your turns.
- Fire - You emanate an aura of flame that causes all enemies within 15 feet to burn for half of your Divine Smite damage at the start of your turn, while healing allies for half of that damage.
- Water - A 15 foot dome of water overtakes the area, trapping enemies inside. Your allies gain the effects of Water Breathing while inside the dome, while enemies cannot breathe. If the creature does not need air to survive or also has water breathing, they can stand in the orb without taking the penalty of being unable to breathe. Additionally, enemies in the area take half of your Divine Smite damage as Cold Damage at the start of your turn.
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Posted Nov 11, 2023I know I accidentally put Vow of Blade: Air as a secondary feature. Please ignore that. I can't figure out how to edit it off.