Oath of the Ancients
Often called green knights, a paladin who swears this Sacred Oath is sworn to watch over all forms of life and beauty. They are guardians of the natural world, and some mistakenly compare them to fey beings due to them learning the language of the fey, but these paladins are far more orderly than such creatures. These paladins are often found among ranger enclaves and druidic circles. They can be found anywhere nature reigns supreme in its ancient and primordial glory.
Though their specific oath and cause may vary, all paladins who swear an Oath of the Ancients uphold the tenets below:
You learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
You have been marked as a friend and defender of the ancient and wild places. You learn to speak, read, and write Sylvan. If you speak in Sylvan, you can communicate with beasts as if you were under the effects of the speak with animals spell. You learn the find familiar spell, but you can only cast the ritual version and only while within 10 feet of a creature normally able to be summoned by the spell. When you cast find familiar, you do not summon a creature but instead bind the nearby creature to your will, enabling it to act as a familiar to you. This beast cannot be banished to a pocket dimension.
Whenever you use Divine Smite, you can harness your connection to your deity to infuse that strike with verdant power. THe target must make a Dexterity saving throw along with the normal effects of Divine Smite. On a failed save, it is Restrained by mystical vines for 1 minute. A restrained creature, or another creature within 5 feet of it, can use an action on its turn to make a Strength check against your Spell save DC. On a success, the creature is no longer restrained by these mystical vines and they disappear.
You can shield your allies from the natural elements. If another creature within 10 feet of you takes cold, fire, lightning, poison, or thunder damage you can use your reacion to channel divinity and reduce that damage by your paladin level + your Charisma modifier.
The ancient power of your oath wards you and your allies from hostile magical effects. Whenever a creature under the effects of your Aura of Protection takes damage from a spell, that creature can use its reaction to gain resistance to the damage of that spell. Moreover, you can use Elder Shield on any creature within your Aura of Protection. When you reach 13th level, creatures under the effects of your Aura of Protection always have resistance to the damage from spells.
Even death cannot stop you from upholding your oath. WHen you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you cannot do so again until you finish a long rest. In addition, you age only 1 year for every 10 years that pass, and you cannot be aged by magical effects.
As a bonus action, you can transform into an avatar of primal power, and you gain the benefits listed below:
Deities Granting this Oath
Tenets of the Ancients
1st-Level Paladin (Oath of the Ancients) FeatureThough their specific oath and cause may vary, all paladins who swear an Oath of the Ancients uphold the tenets below:
Kindle the Light | Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. |
Shelter the Light | Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. |
Preserve Your Own Light | Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. |
Be the Light | Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. |
Ancient Spells
1st-Level Paladin (Oath of the Ancients) FeatureYou learn certain spells at the Paladin levels listed in the table below. These spells are always prepared and don't count against the number of spells you can have prepared.
Paladin Level | Spells |
---|---|
1st | absorb elements, ensnaring strike |
5th | moonbeam, spike growth |
9th | plant growth, protection from energy |
13th | grasping vine, guardian of nature |
17th | commune with nature, tree stride |
Emissary of the Wilds
2nd-Level Paladin (Oath of the Ancients) FeatureYou have been marked as a friend and defender of the ancient and wild places. You learn to speak, read, and write Sylvan. If you speak in Sylvan, you can communicate with beasts as if you were under the effects of the speak with animals spell. You learn the find familiar spell, but you can only cast the ritual version and only while within 10 feet of a creature normally able to be summoned by the spell. When you cast find familiar, you do not summon a creature but instead bind the nearby creature to your will, enabling it to act as a familiar to you. This beast cannot be banished to a pocket dimension.
Channel Divinity: Verdant Smite
3rd-Level Paladin (Oath of the Ancients) FeatureWhenever you use Divine Smite, you can harness your connection to your deity to infuse that strike with verdant power. THe target must make a Dexterity saving throw along with the normal effects of Divine Smite. On a failed save, it is Restrained by mystical vines for 1 minute. A restrained creature, or another creature within 5 feet of it, can use an action on its turn to make a Strength check against your Spell save DC. On a success, the creature is no longer restrained by these mystical vines and they disappear.
Channel Divinity: Elder Shield
3rd-Level Paladin (Oath of the Ancients) FeatureYou can shield your allies from the natural elements. If another creature within 10 feet of you takes cold, fire, lightning, poison, or thunder damage you can use your reacion to channel divinity and reduce that damage by your paladin level + your Charisma modifier.
Aura of Warding
7th-Level Paladin (Oath of the Ancients) FeatureThe ancient power of your oath wards you and your allies from hostile magical effects. Whenever a creature under the effects of your Aura of Protection takes damage from a spell, that creature can use its reaction to gain resistance to the damage of that spell. Moreover, you can use Elder Shield on any creature within your Aura of Protection. When you reach 13th level, creatures under the effects of your Aura of Protection always have resistance to the damage from spells.
Undying Sentinel
15th-Level Paladin (Oath of the Ancients) FeatureEven death cannot stop you from upholding your oath. WHen you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you cannot do so again until you finish a long rest. In addition, you age only 1 year for every 10 years that pass, and you cannot be aged by magical effects.
Avatar of the Ancients
20th-Level Paladin (Oath of the Ancients) FeatureAs a bonus action, you can transform into an avatar of primal power, and you gain the benefits listed below:
- At the start of each of your turns, you regain 10 hit points.
- Elder Shield does not expend a use of your Channel Divinity.
- The area of your Aura of Protection becomes overgrown and is difficult terrain for creatures of your choice.
- Creatures in your Aura of Protection have disadvantage on saving throws against your spells and Verdant Smite.
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