Paladin
Base Class: Paladin

The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.

Tenets of the Elements

Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities, genies, paladins of this oath share these tenets.

Defend the Natural World. I hold every mountaintop, valley, cave, stream, and spring sacred. I will fight to my last breath to protect natural places from harm.

Lead the Line. I stand at the forefront of every battle as a beacon of hope to lead my allies to victory.

Act Wisely, Act Decisively. I weigh my actions carefully and offer my counsel to those who would behave impulsively. When the time is right, I unleash the fury of the elements upon my enemies.

Integrity. My word is my bond. I do not lie or deceive others and always treat them with fairness. 

Oath Spells

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

Oath of Conquest Spells

Elemental Language

When you take this oath at 3rd level, you learn to speak, read, and write Primordial.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Abjure the Otherworldly. You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite the ancient edicts of your order. Each elemental or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Elemental Strike. As a bonus action, you can use your Channel Divinity ability to magically imbue one weapon you are holding with the power of the elements. Choose air, earth, fire, or water. For 1 minute, your weapon does an additional 1d6 damage of a type based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type instead of radiant damage when you use your Divine Smite.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Resistance

Beginning at 7th level, your power over the elements forms a magical ward around you. Choose acid, cold, fire, lightning, or thunder damage when you finish a short or long rest. You and friendly creatures within 10 feet of you have resistance to damage of this type. At 18th level, the range of this aura increases to 30 feet.

Elemental Companion

When you reach 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet. The elemental creature is friendly to you and your companions, and it obeys any verbal commands you issue to it. If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. It rolls its own initiative and has its own turns in combat. Your elemental companion doesn’t require concentration, but maintaining your connection to it prevents you from casting other spells that conjure creatures while it is present. The elemental continues to serve you until you dismiss it or it is reduced to 0 hit points, which causes it to disappear. If your elemental companion is destroyed, you must wait seven days before you can summon a replacement. 

Elemental Champion

At 20th level, you can use a bonus action to manifest the unchained power of the elements. Your eyes glow with fire, your hair and clothes move as if blown by a strong wind, and the ground trembles with your every step. For 1 minute, you gain the following benefits:

  • You gain the flying speed of an air elemental (90 ft., hover), the burrowing speed of an earth elemental (30 ft.), or the swimming speed of a water elemental (90 ft.).
  • You have resistance to acid, cold, fire, lightning, and thunder damage.
  • Your weapon is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an additional 3d6 damage of a type based on the element you chose: lightning or thunder (air), acid (earth), fire (fire), or cold (water). While your weapon is imbued with an element, you can choose to deal its damage type in place of radiant damage when you use your Divine Smite. 

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

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