Revel in the beauty of the Elements.
This Oath is taken by Paladins that seek to serve and protect the natural order of the world. They channel magical energies from nature to enhance their abilities.
Level 3
Invoke Influence.
Whenever you spend mana to use Zealot, you may Invoke The Elements.
Invoke Splendor.
Damage dealt by Judgement Strike and Zealot may be converted into Bludgeoning, Fire, Cold, Lighting or Slashing.
Level 7
Invoke Generosity.
Learn the "Shining Mandate" Sacred Decree. Allies spending their judgement die gain the benefits of "Invoke Splendor".
Invoke Rejuvenation.
When you roll initiative, regain WIL mana. (This mana expires at the end of combat if unused.)
Level 11
Invoke Dominance .
Damage from your Judgement Die or Zealot ignore resistances.
Invoke Synergy .
You may have two elements invoked at once.
Level 15
Invoke Unity (1/Safe Rest).
Concentration. Invoke every element. At the start of your turn you lose 5 mana to maintain this effect. At the end of your turn if your mana is 0, trigger the effect of the Explosive Judgement Sacred Decree. Then end all Invoked Elements, lose 2 Actions and receive 1 Wound.
Invoke the Elements
Enhance your Aura with an elemental effect. Only one Element can be active at a time.
Invoke Earth.
Allies ending their turn in your Aura gain WIL+LV Temp Health and cannot be critically hit.
Invoke Fire.
Enemies starting their turn in your Aura take WIL+LV Fire damage.
Invoke Ice.
Enemies inside your Aura have the Slow condition.
Invoke Lightning.
When taking the Move action, you may teleport to anyone within your Aura instead.
Invoke Wind.
Ranged attacks made against allies in this Aura are made with Disadvantage and miss on a 2 or lower.