Oath of the Elements

The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.

Tenets of the Elements

Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.

Defend the Natural World. Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm.

Lead the Line. You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.

Act Wisely, Act Decisively. You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.

Integrity. Your word is your bond. You don’t lie or deceive others and always treat them with fairness.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Elements Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Elements Spells
Paladin 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

When you take this oath at 3rd level, you learn to speak, read, and write Primordial.

Channel Divinity

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

Abjure the Otherworldly. You can use your Channel Divinity to rebuke elementals and fiends. As an action, you present your holy symbol and recite ancient edicts from when the elements ruled the world. 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.

Elemental Strike. As a bonus action, you can use your Channel Divinity to magically imbue one weapon you are holding with the power of the elements.

Choose air, earth, fire, or water. For 1 minute, you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1) on attacks made with the weapon. The type of damage is 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. When you reach 18th level in this class, the range of this aura increases to 30 feet.

Elemental Companion

At 15th level, you can call upon the service of an elemental companion to aid you on your quests. As an action, you can summon an elemental of challenge rating 2 or lower, which appears in an unoccupied space you can see within 30 feet of you. The elemental 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.

You can have only one elemental companion at a time. If you summon a new one, the previous one disappears. In addition, you can’t have a creature magically bound to you or your service, such as through the conjure elemental or dominate person spells or similar magic, while you have an elemental companion, but you can still have the willing service of a creature that isn’t magically bound to you.

The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can’t summon another one until you finish a long rest.

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, droplets of rain float in a watery halo around you, 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 feet with hover), the Earth Glide trait and burrowing speed of an earth elemental (30 feet), or the swimming speed of a water elemental (90 feet).
  • You have resistance to acid, cold, fire, lightning, and thunder damage.
  • Any weapon you hold is imbued with the power of the elements. Choose an element, as with Elemental Strike. Your weapon deals an extra 3d6 damage to any creature you hit. The type of damage is 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.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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