Paladin
Base Class: Paladin

The movement of the elements is the breathing of the universe.  All creatures--even those in the seas and skies--need a balance of air, earth, water, and fire to survive. Your purpose in maintaining the balancing of the elements is to facilitate a safe place for all life to flourish.

The push and pull of the elements against each other creates the tension and release that constitutes all conflict. While such conflict is natural, your role is to facilitate its resolution and ensure that the flow of the elements continues unhindered. Change is existence's only constant and your role is to guide its flow in as peaceful a direction as possible. However, peace is like all other things in that its existence is too often only secured by its opposite--conflict.

Tenets of elemental balance:

  • Elemental Flow: The elements must be let to flow freely. When they are harnessed or abused for any purpose--be it war or industry--their abuse only leads to escalated tension which will surely boil over into explosive violence. The only antidote is the free flow of all matter.
  • Peace and Violence: Like tension and release, violence and peace are both necessary stages of the natural flow of matter. Your oath calls on you to enact both in moments when it seems wise. You have been taught that when the flow of the elements--and so of life itself--has stifled, you must make peace or violence one to ensure the resumption of balance. 
  • Reduce Harm:  The flow of the elements can be devastating to the creatures who live near sites of elemental movement. You must reduce harm to living creatures caused by the flow. When elements are abused or their flow dammed, the blockage always breaks. It releases devastating waves upon the unsuspecting. Your facilitation of the flow of elements is meant to reduce their explosiveness and ensure the continued accommodation of life.
  • Tithes: The teachings of elemental balance are carried out at temples by creatures who dedicate their lives to the flow. In exchange for their teachings, you have promised to do your part in ensuring the furtherance of elemental balance. You pay your tithes to the temple in the form of blood from the fight to maintain balance, gold from the riches won in those fights, or the labor of recruiting more oath takers and delivering them to the temples of elemental balance.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options, which can be used once per long rest.

Pacify the Elements: As an action, the Paladin releases a calming wave of elemental energy. All elements within 30 feet of the Paladin must make a Charisma saving throw. If they fail the save, they become charmed by the Paladin for 24 hours and lose all desire to fight. This effect ends if the elemental is attacked.

Maelstrom: As a bonus action, the Paladin whips up a storm of elemental energy around them that lasts for one minute. The maelstrom is composed of swirling air, fire, moisture, and earth. As an action, the Paladin can swell the Maelstrom up to a 15 foot radius. On each turn while the maelstrom swirls starting with the turn when it is summoned, the maelstrom deals 1d6+CHA modifier damage to everything in its area. The Paladin can choose whether the maelstrom deals bludgeoning, cold, fire, force, lightning, or thunder damage.  The storm ends early if your concentration is broken.

Oath Spells

 Your oath spells all involve the manipulation of the elements and the building or soothing of tension.

Aura of Shelter from the Elements

You channel an aura of shelter from the elements. You and all friendly creatures within 10 feet of you gain resistance to a damage type you choose--either fire, cold, bludgeoning caused by wind or water, lightning, or thunder. You may change what element you are protected from at the end of a long rest. Once per long rest, you can use an action to expand the aura to 20 feet. It remains that size for 10 minutes or until you lose concentration.

At 18th level, the aura increases to 30 feet and can be expanded to 50 feet.

Elemental Weapon

Starting at 15th level, as a bonus action, you can imbue weapons you wielding with elemental energy. Choose between fire, cold, lightning, and thunder. All attacks made with the imbued weapon deal additional damage of the chosen type equal to your Charisma modifier. A weapon that is out of your possession for more than one round losses its imbuement. If used on a weapon with the Ammunition feature, all projectiles fired from it are imbued.

Elemental Spirit

At 20th level, you can use an action to turn your whole body and everything you carry becomes one with the chaos of the elements, causing you to gain the following benefits for 1 minute:

  • Your chosen elemental resistance from Aura of Shelter from the Elements becomes immunity, and you gain resistance to the remaining options.
  • Your fly, swim, and burrow speeds equal your walking speed. Additionally, you can move through a space as small as one inch. While flying you hover, and when you burrow you do so without disturbing the ground.
  • Your Channel Divinity: Maelstrom aura increases to 20 feet and you can use an action to swell it to 30 feet during your turn.
  • Your Elemental Weapon imbuement deals an additional 1d10 damage. Additionally, all damage from Paladin abilities and weapon attacks becomes Elemental damage. Elemental damage type includes any or all of fire, cold, lightning, and thunder, for the purpose of avoiding resistances and exploiting vulnerabilities.

You must finish a long rest before activating this ability again.

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