Oath of the Elements, Variant (5e Subclass)

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdsanctuary, searing smite
5thheat metal, misty step
9thashardalon's stride, protection from energy
13thelemental bane, fire shield
17thbanishing smite, conjure elemental

Channel Divinity

At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Channel Divinity: Guardian's Sigil

As a bonus action, you present your holy symbol and speak a prayer, marking a number of willing creatures up to your Charisma modifier (minimum of one creature) within 60 feet of you for 1 minute.

On this turn you can magically teleport up to 60 feet to an unoccupied space you can see within 5 feet of a marked creature. On each of your turns before the mark ends, you can use a bonus action to teleport in this way again.

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 have resistance to this damage type for 1 minute and gain temporary hitpoints equal to 2d6 + twice your level in this class.

Aura of the Ancients

Starting at 7th level you can shield your allies using the elements. 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.

Elemental Form

Starting at 15th level, your body is so attuned to the elements that their power fuels your regeneration. You regain hit points equal to 1d6 + half your paladin level if you end your turn with fewer than half of your hit points remaining and you aren't incapacitated.

Primeval Champion

At 20th level you become an avatar of the elements. Using your action, you undergo a transformation. For one 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.

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