Paladin
Base Class: Paladin

Tenets of the Ancient Wardens

The tenets of the Oath of the Ancient Wardens have been passed down for centuries, and are imparted upon all initiates of the order. This Oath emphasizes the principles of protecting all that is good in the world rather than any specific concerns of law or chaos. Its four central principles are simple.

Protect 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.

Diffuse the Light. Through your acts of mercy, kindness, and forgiveness, spread the light of hope throughout the world, beating back despair.

Rekindle the Light. Many who are wicked were not always so. Offer those who would live and die in darkness a second chance to walk the path of light.

Preserve your Light. Delight in song and laughter, in friendship and love. If you allow the light to die in your own heart, you can't preserve it in the world.

 

Channel Divinity

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Hold the Line. You can use your Channel Divinity to bolster your allies' resolve. As a bonus action, you present your holy symbol and utter a rallying cry in an ancient tongue. Each creature of your choice that can hear you within 30 feet gains temporary hit points for 1 hour equal to your Paladin level + your Charisma modifier (minimum of 1).
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend 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 turns 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancient Wardens Spells
Paladin Level Spells

3rd

ice knife, sanctuary

5th

misty step, spiritual weapon

9th

sleet storm, spirit guardians

13th

guardian of faith, guardian of nature

17th

commune, wrath of nature

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms a protective ward. You and friendly creatures within 10 feet of you have resistance to non-physical (slashing, piercing, or bludgeoning) damage.

At 18th level, the range of this aura increases to 30 feet.

Unfaltering Sentinel

Beginning at 15th level, you are always under the effects of a [spell]death ward[/spell] spell. Once this effect expires, it remains inactive until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Ancient Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

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.

Once you use this feature, you can't use it again until you finish a long rest.

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