Oath of the Elements (5e Subclass)
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The Oath of the Elements calls powerful warriors with a bond to the elements, swearing to the unyielding strength of the primordial elementals. They wield the power of the elements in battle, using them as an extension of their body. Some paladins who take this oath commit themselves to a single element, but others weave the elements together.
You gain oath spells at the paladin levels listed.
|3rd||absorb elements, searing smite|
|5th||continual flame, misty step|
|9th||elemental weapon, protection from energy|
|13th||fire shield, stone shape|
|17th||banishing smite, conjure elemental|
At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Channel Divinity: Turn the Unearthly
As an action, you present your holy symbol and speak a prayer censuring elementals, fiends, and undead, using your Channel Divinity. Each fiend, undead, or elemental 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.
Channel Divinity: Elemental Ward
As a bonus action, you can call upon the elements to protect you. When you activate this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You or a creature of your choice within 30 feet has resistance to this damage type for 1 minute and gains temporary hit points equal to 2d8 + your paladin level.
Additionally at 3rd level, you can now suffuse your smites with the power of the elements. At the end of a short rest, choose one of the following damage types: acid, cold, fire, lightning, or radiant. The damage type done by your Divine Smite, and Improved Divine Smite features change to the chosen type.
Additionally, if you cast a spell with smite in the name that deals acid, cold, fire, or lightning damage, you can change the damage to one of the other types when you cast the spell. Also, the first time you deal damage with a smite spell that deals acid, cold, fire, or lightning damage, the damage increases by an amount equal to your Charisma modifier (minimum of 1).
Starting at 7th level you can apply a primordial sigil to your allies. Once, as an action, you can mark up to 1 + your Charisma modifier willing creatures within 5 feet of you (minimum of one creature). After marking a creature, you gain the following abilities:
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of a marked creature. When you reach 18th level in this class, the distance you can teleport this way is doubled.
- If you start your turn within 10 feet of a marked creature, your walking speed increases by 10 feet. When you reach 18th level in this class, your walking speed from this feature increases by 20 feet instead.
This mark lasts indefinitely or until you apply the sigils again. As an action, you can touch a creature and remove its mark.
You regain the ability to apply sigils when you finish a long rest.
Starting at 15th level, when you finish a long rest, you become resistant to your choice of acid, cold, fire, or lightning damage until you finish a long rest.
Additionally, your body is so attuned to the elements that their power fuels your regeneration. You regain 1d8 hit points if you end your turn with no more than half, but more than 0, of your hit points left.
When you reach 18th level in this class, the number of hit points you regain increases to 2d8, and to 3d8 at 20th level.
At 20th level you become an avatar of the elements. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Choose one of the following damage types: acid, cold, fire, or lightning. Your weapon attacks deal an extra 1d8 of the chosen damage type on a hit.
- Wings made of your chosen element manifest from your back, granting you a flying speed of 60 feet.
- You have resistance to bludgeoning, piercing, and slashing damage.
Once you use this feature, you can't use it again until you finish a long rest.