Paladin
Base Class: Paladin

An Oath for Paladins that harness the latent elemental energy within them. For ones that seek to use powers of the Arcane to smite those that cause harm. Those that take this Oath are likely to show praise to Tiamat or Bahamut.

A lightning bolt crashes to the ground in front of a frightened undead. From within the sparks emerges a heavily armored Human with a massive axe. Electricity arcs between his armor and his axe as he locks eyes with the undead and in mere moments only ashes remain where the undead once stood.

Paladins that take the Oath of the Guardian fully commit to the chaotic nature of the elements. They are no strangers to burns, shocks or the cold. Those devoted to the will of destruction learn to harness this power and control it into doing their bidding. Creatures that seek to oppose them should beware not only of the Paladins blade, but also the hurricane that accompanies it. You are a thunderstorm localized within a suit of armor, and it is starting to rain.

It is common for those that take this oath to praise either Tiamat or Bahamut. The two sets of followers are also known to engage in battles against each other just as Tiamat and Bahamuts sibling rivalry that has expanded over centuries. However, they also share a sibling like fondness toward each other. Epic fights may end in feasts and festivities where they give praise to the stronger of the two and drink to stories of great deeds and past fights.

They believe that their divine and destructive capabilities come directly from their Dragon God and may often decorate their armor with scales or char the armor themselves. Many Oath of the Guardian Paladins are honor bound to protect a place or item, much like Dragons are known to protect their horde. The destructive force they wield is seen as a blessing and those wielding it will strive to be a force for Good. However, Oath of the Guardian Paladins are not punished for straying into evil, though the punishment remains for breaking their tenets. Those tenets are as follows:

Strength through practice: Training is a lifelong endeavor. You must never stop honing your skills, strengthening your mind and body, and fighting for the glory of victory. 

Victory through persistence: No matter if the battle seams bleak and victory seems unlikely, you fight on till your or the enemy lies vanquished. Retreat is only on option if the fighting puts the lives of the innocent at risk. Wars are not won with only a single battle, if your foes escape or present you an ultimatum, you return to the battle field as soon as the collateral damage can be negated.

Power through pride: Much like the chromatic and metallic dragons, you should take pride in your power and that power will strengthen your pride. Know who you are and do not forget that your destructive power gives you the tools needed to rule and protect. However, be no stranger to humility as it will empower your resolve. The weak will look to the strong for guidance and assistance to fend off evil, make sure it is you they find. 

Oath Spells

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

3rd level: Ray of Sickness, Find Familiar

5th level: Acid Arrow, Blindness/Deafness

9th level: Slow, Thunder Crash

13th level: Sun Breaker, Ward of Dawn

17th level: Hold Monster, Raise Dead

 

If you multiclass into any full caster you are granted access to these spells when you have their appropriate spell slot level. Meaning you can use them before they are granted by this subclass feature. In this case they are still treated as always prepared and do not count toward your list of prepared spells. Example: having 7 levels of Paladin and 5 Levels of Sorcerer means that you are granted access to Slow and Thunder Crash from Sorcerer Spell slots and not from your Paladin Spell Slots.

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.

Overwhelming Mastery. You can use your Channel Divinity to empower your attacks. For the next minute whenever you make a melee attack that deals bludgeoning or slashing or cast a spell that deals fire, cold, lightning, acid or poison you roll the damage twice and use the higher total.

Embolden the Meek. You can use your Channel Divinity to inspire your allies. All creatures you choose within 30 ft of you are granted a plus 1 to attack rolls for the next minute. The bonus increases to +2 when you reach level 7 in Paladin and again to +3 when you reach level 15 in Paladin.

Once during the duration of Embolden the Meek creatures affected by it that are knocked unconscious are revived with 1d12 plus your Cha modifier of healing at the start of their next turn. Creatures revived this way must use their action and movement to attack the creature that last attacked them. If they are unable they attack the closest enemy creature. 

Aura of Destruction

At 7th level you emanate a 10 ft aura that surges with elemental energy. Any spell you or your allies cast from within can change its damage type to fire, cold, lightning, acid or poison. Enemies that cast spells that deal fire, cold, lightning, poison or acid damage into the aura have its damage reduced by your Cha modifier. Melee weapons that deal an additional damage type that is not slashing, bludgeoning or piercing can have their damage type changed as well. Your Divine Smite is also affected by this feature. 

Full caster multi-class. All of your spells cast within this aura gain one additional damage die of their type. Divine Smite and improved Divine Smite do not benefit from this feature.

Arcane Immersion

At 15th level whenever you are dealt fire, cold, lightning, acid or poison damage you can use your reaction to negate the damage and direct half of it back to the source.

Additionally, whenever you deal fire, cold, lightning, acid or poison damage with a feature or spell you can use your reaction to inflict half of the damage to another target that was not affected by it. This damage cannot be reduced in any way.

This feature can only be used once per long rest. Unless you choose to expend a 4th or 5th level spell slot to regain a use of this feature. 

Full caster multi-class. You can use your divine smite feature to cast a spell of up to 3rd level. This spell must be instantaneous and cannot be concentration. This feature can only be used once per day. Using a 4th or 5th level spell slot to restore use of this feature also restores use of the damage redirection feature.

The Will of the Elements

At 20th level you can use your action to emit an aura of elemental energy around you. When you activate this ability choose fire, lightning, cold, acid or poison. For the next minute this aura pulses with energy at the beginning of each of your turns and deals 4d8 of the damage type chosen to every creature in a 10 ft radius. This ability is not affected by the 18th level Paladin feature Aura Improvements. 

Additionally this aura improves the Aura of Destruction feature granted at level 7. Allies within the Aura of Destruction gain resistance to the damage chosen for Will of the Elements. Enemies within both auras gain no benefits from resistance to the chosen element.

If you expend a 5th Level Spell Slot when activating the ability the damage die increases to a d10 and allied creatures within the aura take no damage from the aura.

This feature can only be used once per long rest.

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