Base Class: Paladin
The Oath of the Elements is as old as the earth itself and the rituals of the druids. Sometimes called Warrior Mages, elemental knights, or druidic priests, paladins who swear this oath cast their lot with the side of good in the cosmic struggle against evil because they love the beautiful and life-giving things of the world. They adorn their armor and clothing with images of the elements—fire, ice, wind, and lightning—to reflect their commitment to preserving balance in the world.
TENETS OF THE ELEMENTALISTS
The tenets of the Oath of the Elements have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Gentle as the Breeze. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Strike as Lightning. Where there is great imbalance, action is required to create equilibrium.
Constant as the Tides. Be open to the nuance of truth. Nothing is all good or all bad. Regard the cycles of life as worthy of respect: what goes will come again.
Preserve Your Own Fire. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Paladins who take the Oath of Elements are often followers of a god of nature, and can often be found in communities alongside druids.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Frozen Reach. You can use your Channel Divinity to invoke elemental forces to ensnare a foe. As an action, you can cause ice to form around a creature within 15 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the ice, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the ice melts.
Turn the Tides. You can use your Channel Divinity to utter ancient words that are painful for elementals and fiends to hear. As an action, you present your holy symbol, and each elemental or fiend 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 Ancients 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 |
Ethereal Shield
Beginning at 7th level, elemental magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Fortress of Ice
Starting at 15th level, you can channel the water around you into a protective space. Once per long rest, you can summon a dome of ice that protects you and allies. The dome appears in a 15 ft sphere around you, expelling any enemies you designate in the process. They take no damage from this effect. Anyone inside the sphere is immune to damage and no one can enter the sphere without your permission. The dome lasts for 30 seconds, until you leave its area, or until you dispel it.
Aegis of Aether
At 20th level, you can assume the form of an ancient force of nature, taking on an elemental appearance. Your form flickers into Fire, Water, Stone, or Electricity.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- You gain immunity to the damage type of your elemental appearance (cold for water, fire for fire, force for stone, and lightning for electricity).
Once you use this feature, you can’t use it again until you finish a long rest.
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