Paladin: Oath of the Elements
The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the Wind Lords and the awakened nature spirits of air, earth, fire, and water that inhabit the Dominion. Also known as imajaghans, these ever‐vigilant warriors defend their homeland from the armies of the Dragon Empire and other external foes, as well as confronting the threat of Boreas, the North Wind, within the Dominion’s borders. Boreas also claims elemental paladins among his followers; these fanatical imajaghans and their elemental allies fight against the servants of the other Wind Lords to restore their exiled lord to his throne.
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.
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 the Wind Lords. 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.
Imajaghan’s 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.
Tenets of the Elements
The tenets of the Oath of Elements are carved into the sides of a rocky outcrop near the northern coast of the Southlands, alongside the ancient laws of the Dominion. Paladins who swear the sacred oath often travel to this spot to call upon Harmattan, the nature spirit who inhabits the rock formation, as their witness. Imajaghans value the principles of law and tend towards good; Boreas’s paladins are nearly always evil.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.Level | Spells |
---|---|
3rd | burning hands, thunderwave |
5th | acid arrow, flaming sphere |
9th | call lightning, protection from energy |
13th | conjure minor elementals, ice storm |
17th | conjure elemental, wall of stone |
Elemental Language
You learn a new language when you take this oath at 3rd level. Choose from Aquan, Auran, Ignan, or Terran.Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.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 the Wind Lords. 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.
Imajaghan’s 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 Imajaghan’s 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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