Base Class: Paladin
Sometimes called knights of the old, memory keepers, or spirit walkers, paladins who swear this oath vow to right ancient wrongs and to fight the old battles anew, wherever those fights may take them. A paladin’s oath may reflect direct ancestry, a family tradition carried on for generations. Or perhaps there is no ancestral connection; the character could have uncovered the tomb of a long-lost people and felt the call to take up their cause. Whatever the connection, no matter how far they travel, these paladins carry their with them the legacy of their people in their words and their songs and sometimes literally, as they adorn their armor and weapons with the hair and bones of those who came before.
Tenets of the Ancestors
The exact tenets of the ancestors change based on the ancestors being honored but all who swear the oath abide by these core principles.
Remember the Dead. Remember those who have gone before you and passed on. Carry their memory in their mind and let those memories guide you.
Respect the Dead. Show deference to the resting places of the dead and follow the examples and wishes of the departed.
Honor the Dead. Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and power.
Death is Peace. The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible.
Oath of the Ancestors Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Unseen Servant, False Life |
| 5th | Gentle Repose, See Invisibility |
| 9th | Feign Death, Speak With Dead |
| 13th | Revivify, Death Ward |
| 17th | Contact Other Plane, Raise Dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options.
Ancestral Guidance. As a bonus action, you open your heart to the wisdom of your ancestors, using your channel divinity. Choose one of the following rolls: attack, one type of saving throw, or one type of skill check or tool usage. Add your Charisma modifier to all rolls of that type for the next minute, adding it twice if you already normally add your Charisma modifier to the roll.
Peace with the Dead. As an action, you can call out to the undead and the dying and plea with your ancestors to bring them peace, using your channel divinity. Each creature with 0 hit points within 30 feet is automatically stabilized and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If a creature fails its saving throw it is pacified for 1 minute or until it takes damage. An undead pacified in this way is neutral to you and your party members, and will not attack unless provoked.
Aura of Finality
Starting at 7th level, you project an aura of finality up to 30 feet away. While a creature is in your aura you know its remaining hit points. Whenever you deal damage to the enemy with the lowest remaining hit points in your aura, you deal an additional 1d6 necrotic damage.
Grim Harvest
At 15th level, when you reduce a creature to 0 hit points on your turn you can spend your bonus action to roll 1d10 + your Charisma modifier and regain that many hit points. That creature cannot be raised as an undead.
For Posterity's Sake
At 20th level, you can use an action to summon three of your ancestors. They manifest as Phantom Warriors, though they do not count as undead. They last for one minute or until killed, and fight alongside you, taking Help or Dodge actions as needed, but generally attacking the same things you attack.
Comments