When Dungeons & Dragons 5th Edition came out, I loved the new oaths that were given to Paladins, I loved the flavor for the Oath of Ancients Paladin, a timeless entity that basically was a warden between civilization and wild nature. Oath of the Ancients also spoke about maintaining a balance within the world as a whole, but I always felt that it was more of a druid or ranger analogue while good, I wanted more. In the pursuit of more Paladin oaths, I thought long and hard about this particular avenue of creation and came to two different conclusions: a paladin oath for the elemental balance and the a planar paladin (if you are familiar with Planescape, think along the lines similar to the Mercykillers or their offshoot – the Sons of Mercy). Today we’ll cover the elemental balance Paladin oath, what I could consider as the Oath of Concordance.
This particular oath fits great in a game that deals with Elemental beings or Genasi (Elemental Evil supplement), need to fend against forces that would disrupt the careful balance between inner planes and the Material plane.
the Oath of Concordance
When thinking about an oath to maintain balance between the four primary elements (air, water, earth, and fire) and the cohesion of creation brought forth when they clash seemed an interesting challenge but the oath itself had to be unbiased and neutral to the highest caliber, similar to the Oath of the Ancients.
Tenets of Concordance
Faith in the Balance. Nothing in excess, all in moderation. Defend against extremes, foster humility.
All are One. No element is greater than the other, all participate in the act of creation.
Protect the Fruits of Creation. Keep the peace between the Inner Planes and the Material Plane, do not let evil forces control or pervert the delicate balance.
Wisdom through Balance. There is no good without evil, but evil must not allowed to flourish. There is order within chaos, but chaos must be permeate or nothing is formed.
3rd – absorb elements (EE), chromatic orb
5th – calm emotions, misty step
9th – elemental weapon, magic circle
13th – banishment, elemental bane (EE)
17th – commune with nature, dispel evil and good
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Rebuke Elementals. You can use your Channel Divinity to utter ancient words that cause Elementals to pause in awe or in fear. As an action, you present your holy symbol, each elemental creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turn 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. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Transcendent Tranquility. As an action, you can use your Channel Divinity to create an area of calm and peace. Each creature within 30 feet of you must make a Charisma saving throw, a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, for 1 minute any effect causing a target to be charmed or frightened is suppressed. Any suppressed effect resumes provided that its duration had not expired in the meantime. Additionally, creatures hostile toward friendly creatures become indifferent for the duration. This indifference ends if the target is attacked or harmed by the spell or if it witnesses any of its allies being harmed. The creature may become hostile again, unless the DM rules otherwise.
Aura of the Elements
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to acid, cold, fire, lightning, and thunder damage. At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you have advantage on saving throws to avoid becoming petrified, poisoned, paralyzed, or sickened.
Archon of Creation
At 20th level, your oath to maintain the peace and harmony between the elements and the elemental planes have allowed you to infusion their raw power to become a living embodiment of primordial essence. For example, your hair might be wrapped in flames, wind might swirl around you, refined earth might encrust over your armor, limbs made of water might protrude from your body. You can use an action to gain the following benefits for 1 minute:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Whenever you use your Channel Divinity to Rebuke Elementals while under this feature, the elemental creatures have disadvantage to their saving throws.
- Your presence causes the terrain to become steeped in unstable elemental energy. The area in a 30-feet sphere centered on you becomes difficult terrain, additionally creatures you target each round must make a Constitution saving throw. On a failed saving throw, the target takes 2d6 + your Charisma modifier of elemental damage or half on a successful save. The elemental damage is your choice of acid, cold, fire, lightning, or thunder which you choose at the beginning of each of your turns.
Alright that’s it for now, tune in next time when I go over the Oath of Mercy. Please like, comment, and share this article. If you want to stay up to date with me, please follow our Facebook and Twitter. We have an Instagram for behind the scenes Team BAJA D&D stuff and board game fun. If you want to help us out, we have a donation button, every little bit helps. Thanks again and we’ll see you soon!