Paladin
Base Class: Paladin

Paladins who follow the Oath of the Ancestors uphold a long history of their forebearers who came before them. They value the traditions and practices of the orders they serve, and respect the traditions of others. They hold a deep connection to their ancestral spirits and often commune with them to learn from their past experiences.

Tenets of the Ancestors

A paladin who takes on the Oath of the Ancestors swears to uphold the heritage of their orders and those who came before them.

Inherit the Heirloom. Bring with you the relics of your forefathers and carry them as you continue to do your deeds.

Remembrance of the Forebearers. Remember those who came before you, and never forget their actions

Tradition Must Continue. Continue the traditions of those who came before you, and respect the traditions that others keep.

Commune with the Departed. Recognize the trove of knowledge and wisdom that the spirits hold and accept their guidance.

Oath of the Ancestors Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancestors Spells

Paladin Level

Spells

3rd

Comprehend Languages, False Life

5th

Gentle Repose, Ray of Enfeeblement

9th

Speak with Dead, Spirit Guardians

13th

Divination, Guardian of Faith

17th

Greater Restoration, Legend Lore

Spiritual Calling

You call upon your ancestors and summon their spirits to your side to temporarily aid you. As a Magic action, you unleash apparitions of your ancestors to hold your foes at bay. For 1 minute, the spirits defend a 15-foot radius centered on you that moves with you. When a creature first enters the area on its turn, one of your ancestors propels itself toward them, and they must make a Strength saving throw. On a failed save, the creature is pushed 15 feet away and knocked prone. You can designate any number of creatures you can see to be unaffected by them.

Blessing of the Progenitor

You exude an aura from one of the oldest spirits within you that fills an area with determination. You and friendly creatures within 10 feet of you cannot be possessed and have advantage against saving throws to become frightened.

At level 17, the range of this aura increases to 30 feet.

Spirit Walk

You let your body momentarily become closer to that of the spirits you command. As an action, you become ethereal for 1 minute. While your body is in this form, you can move through other creatures and objects as if they were difficult terrain.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Ancestral Avatar

You can assume the form of a powerful ancestor as you let their spirit empower your body, allowing it to serve as an anchor to the mortal world. As a bonus action, you gain the following benefits for 1 minute:

  • You hover and gain a flying speed of 40 feet
  • You gain immunity to the grappled, paralyzed, and restrained conditions
  • When you hit a creature with an attack and deal damage to it, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is temporarily possessed by the spirit of one of your ancestors. The creature is forced to move up to their speed to an unoccupied space you can see and make an attack against a creature of your choice within their range. If no creatures are within their range, they instead become incapacitated until the end of their next turn.

Once you use this bonus action, you cannot use it again until you finish a long rest. Alternatively, you can expend a 5th level spell slot to use this ability again.

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