Base Class: Paladin
The Oath of Ancestors binds a paladin to the respect for history and the veneration of ancestors. These paladins aren't interested in petty politics or the specifics of right or wrong. Rather they take a long-view of history. They dedicating themselves to protecting their family, clan, society, and civilisation even if this requires individual sacrifice in the present. They seek to learn lessons from the past to protect the future. Many who swear this oath are bound to neutral gods of death, knowledge or civilisation.
Tenets:
Protect the legacy of our ancestors and all that they have built.
Honor the past and tradition, maintain them for the future.
Learn from history, don't repeat the mistakes of our fore-bearers.
Respect the dead and ensure they can rest in peace.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Knowledge of the Ancestors - As an action call on ancestral spirits to share their wisdom with you. For the next 10 minutes, you gain +8 to all History, and Religion checks.
Banish - As an action, you can banish one creature you can see within 30 ft. The target must make a WIS saving throw against your spell DC. On failure, it is banished to a harmless plane of existence until the end of your next turn. The target reappears in its original location (or the nearest unoccupied space).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Protection
Starting at 7th level, melee weapon attacks against friendly creatures other than you that are within 5 feet of you are made at disadvantage.
At 18th level, the range of this aura increases to 10 feet.
Spirit of the Dead
Beginning at 15th level, resurrection spells cast on you do not require material components.
Mist of Ages
At 20th level, as an action, you can release a silvery mist that fleetingly forms into the shape of ancestral spirits which hamper your enemies. The mist fills a 30 ft radius around you, lightly obscuring the area, for up to 1 minute.
Enemy creatures within the mist cannot take reactions and have disadvantage on attacks and saving throws.
If you are reduced to 0 hp while the mist is present you instead drop to 1 HP and the mist is absorbed back into your body.
Once you use this feature, you can’t use it again until you finish a long rest.
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