Base Class: Paladin
Tenets of the Ancestry
The tenets of the Oath of Ancestry may be specific to the spirit that has come back, however some basic core principals will always hold true.
Take Action: To do nothing is to accept the outcome.
Stay True to the Quest: For whatever reason, the ancestral spirit has returned and is on a mission, which is now your mission.
Represent your people well: You have been selected and must make every effort to stay worthy of your people’s respect.
Respect the Dead: Let those who rest in peace stay in peace. The undead who walk the lands are not at peace.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ghost Touch: As a bonus action, you connect with your spirit to cross through to the ethereal realm. For the next minute, you can see and interact with ethereal plane, and can attack creatures there. If you attack a creature on the ethereal plane, you deal bonus necrotic or radiant damage (your choice) equal to your proficiency bonus. You can choose to end this effect early by choosing to deal an additional 1d10 necrotic to any creature you damage during the duration.
Ward Death: Whenever a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to stabilize that creature and return them to 1 hit point. You can target an additional creature if it is within 5 feet of the original creature as part of the same reaction.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Preservation
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage against spells cast from the necromancy school.
At 18th level, the range of this aura increases to 30 feet.
Influence of the Ancestor
Beginning at 15th level, you can cast bane without using a spell slot or material components. You can do so a number of times equal to your proficiency which you regain after you finish a long rest.
Avatar of the Guardian Spirit
At 20th level, as an action, you can call upon power of your ancestor to inhabit your body and make you a conduit of pure force of will. As a bonus action, you gain the following benefits for 1 minute:
- Spectral wings appear from your body, giving you a fly speed equal to your movement speed.
- You gain truesight with a range of 120 feet.
- Your movement does not provoke attacks of opportunity for the duration.
- You gain a special touch attack that uses your charisma modifier + your proficiency bonus. On a hit, the creature takes 1d10 necrotic + your charisma modifier, you regain twice the hit points lost by the creature, or 4 times the amount if it was undead.
Once you use this feature, you can’t use it again until you finish a long rest.
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