Paladin
Base Class: Paladin

Tenets of the Ancestor

Ascetic Values - Frivolous possessions corrupt. you can live a life by necessity rather than desire

Live by the old ways-  There is always a lesson to be learned in the histories. a thoughtful assessment of the past will always reveal a path towards victory

Hold Fast- Challenge is the bread of life. Along your path you will meet moral and physical challenges head on. These are necessary such to strengthen your will and cement your resolve.

Channel Divinity

Ancestral Formation: As a Bonus Action, you call on the spirit of an ancestor you know well. For one minute, they join you on the battlefield. The spirit moves of its own accord on your turn but remains within 10 feet of you. The space the spirit occupies is considered difficult terrain. Once per turn when you make an attack, you may immediately make an identical attack against the same target from the spirit's space. Additionally, the spirit can make attacks of opportunity using your reaction. Once the spirit has made attacks equal to your charisma modifier, this effect ends.

Whispers of the past: As an Action, you ask a question of your ancestors. The ancestor most able to help manifests to whisper a response in your ear. The spirit cannot offer information they did not know in life, however they will deliver advice based on their experiences

Oath Spells

Oath of Devotion Spells

Ancestral Aura

Starting at 7th level, your ancestral spirits flutter around you in combat. Allies within 10 feet gain a +1 to Armor Class.

As an action, your ancestors form a shield wall as you call them to formation. They form a 5-foot radius sphere around a point within 5 feet of you and lash out with weapon and shield. Each creature of your choice within 10 feet of the shield wall must make a Dexterity saving throw. On a Failure, creatures take 3d6 piercing and are pushed away 10 feet away from the wall. on a success creatures suffer half damage and are not pushed.

All creatures inside the shield wall have three quarters cover from ranged attacks and effects originating outside the wall. Movement to a space within 10 feet of the wall is considered difficult terrain.

At the start of your next turn the spirits disperse, ending the effect of both the shield wall and your Ancestral Aura. You regain your Ancestral Aura when you can complete a long rest. Alternatively, as an action, you can expend a 2nd level spell slot to regain use of your ancestral Aura.

Ancestral Vigil

Starting at 15th level, whenever are reduced to 0 hit points, a translucent but corporeal spirit of a former ancestral champion will take your place. On your turn, you control the former champion. The spirit may be armed with any weapon of your choice and is considered proficient with that weapon.

The spirit uses your game statistics but you may choose to switch it's Strength and Dexterity scores. When the spirit takes the attack action, it may only make one attack and it cannot use andy of your abilities or spells. Otherwise, it can act in any way you would.

The spirit can only exist while you are unconscious and immediately vanishes if you have more than 0 hit points. If you die the spirit remains material enough to fight for one minute after which point it will remain, unable to effect the world except through speech, standing vigil over your body until it is tended to appropriately.

Ancestral Champions

By 20th level you've become a beacon of your ancestral will. As an action, summon two spirits of your ancestors to fight at your side. These spirits roll for and add themselves to the initiative order. These two ancestors share player characters stats and come with the ability to cast one smite equal to player characters spell slots and level at time of evoking. The summoned ancestors are immune to the Charm, Frightened, Poisoned, or Stunned. This ability lasts for 60 seconds and is regained upon the completion of a long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2021 9:07:50 AM
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