Base Class: Paladin
Your goals is protection. the protection of the weak from monsters. your goal is to kill monsters. You hate them.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Earthen Wrath. You can use your Channel Divinity to invoke arms and fists of earthen rock to ensnare a foe. As an action, you can cause spectral rock arms to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the rock arms, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the arms vanish.
Embrace theFallen. You can use your Channel Divinity to swallow whole an injured companion. They must be on rock or dirt. Immediately after a friendly companion is attacked or knocked prone within 30 feet of you, you can use your reaction to open the ground underneath them. The creature is encased in the earth for 1d4 rounds, and gains 2HP per round. They gain 10hp on a roll of 4.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
investiture of stone, [Tooltip Not Found] |
|
9th |
[Tooltip Not Found], ice storm |
|
13th |
|
|
17th |
[Tooltip Not Found], investiture of ice |
Aura of Marble Warding
Beginning at 7th level, ancient earthen magic lies so heavily upon you that it forms an eldritch ward. 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.
Undying Marble
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose, but with unintended Draconic aspects. For example, your skin might turn green or take on a marble-like texture, your hair might become earthen or moss-like, or you might sprout dragon wings or horns.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
- You have access to Draconic Breath weapon. Ice damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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