Change the name (also URL address, possibly the category) of the page. Find out what you can do. Your Paladin will likely be using their Charisma on Performance, and uses their time to flourish life-giving things. Highlights Handmade. Adorned by insignia and decoration… Join the Scoundrel Game Labs Mailing List! We discuss the next subclass in the series from the Player's Handbook: the Oath of the Ancients Paladin! Against most fiends… This will do just fine. One of your abilities later will make this spell slightly less useful, but it’s still an incredibly important spell. You have sworn an oath that will bind you as a paladin forever. You do take half damage from them, but… Watch your health against necromancers or Evocation masters. The obvious upside is twofold; you stay in combat – able to deal damage and heal – and you don’t risk making death saves. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Against most fiends… This will do just fine. The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Tritons are also from Volo’s Guide, but they take a slightly different approach to being Paladins. The Oath of the Ancients is the druidic flavor of the paladin. Something does not work as expected? Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. The extra effect is super good against any fiends or fey in range. And this uses your action, meaning you don’t even get the benefit of dealing a burst of damage beforehand. In those cases… Yeah, this might be better. You’ll likely be just fine with this list. For 1 minute, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest. Once you use this ability, you can't use it again until you finish a long rest. Its four central principles are simple. Speak with Animals… Well, that might come in handy once or twice per campaign. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sea Elf 5E Guide | Wildemount Elf Subrace from Critical Role, Fey Wanderer Ranger 5E Guide | Rules, Tips, Builds, and More. To explain why, I want to compare this to Mastery of Death, the Long Death monk’s Ki ability. … The only thing that makes it better than a standard Turn effect is this; If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Feline Agility is very important for getting you into range of your enemies, and is a great addition to Misty Step. Its four central principles are simple. I'm asking specifically about damage that is listed in the text of the spell, but seems to be non-magical in nature. This is strictly worse than Ensnaring Strike, since the creature gets to decide what save it gets, and it gets to roll that saving throw every round. The ancients normally talk about the forests, but I see no reason why spirits of water can’t be counted as beautiful, as well!  The Oath of the Ancients is a natural flavor of paladin; this subclass focuses on art forms and beauty, and brings the wonder of nature to all who live. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Since Ensnaring Strike gives larger creatures Advantage, this becomes better against creatures whose size dwarfs yours. They get a +1 to the three things Paladins need; Strength, Constitution, and Charisma. The Oath of the Ancients is as old as the race of elves and the rituals of the druids. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. Otherwise, the health regen gives your healers a bit of leeway on spending spell slots on you. The only significant ability you get is Aura of Warding, and… That alone is a really, really good reason to take this archetype. Oath of the Ancients Spells Feline Agility is very important for getting you into range of your enemies, and is a great addition to Misty Step. Consider the nature-themed Oath that gives you bonuses against Fey creatures. Stoneskin is the important one here; 100 gp is pocket change at this point, and you’ll be so much tankier against any beasts or creatures that use natural weapons. The nature of why they became a paladin is up to them. That’s really good! If there's nowhere to move, the creature can use the Dodge action. The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Invisibility is an Illusion, so you can use this as a potent anti-invisibility and combat negation. But, you don’t do them very well with this ability. That’s a crazy amount of damage reduction.Â. This is strictly worse than Ensnaring Strike, since the creature gets to decide what save it gets, and it gets to roll that saving throw every round. It's incredibly tanky and pretty versatile as far as things go. For certain parties, becoming the King of the Jungle might be a valid option. The Oath of the Ancients is as old as the race of elves and the rituals of the druids. […]. The tenets of the Oath of the Ancients have been preserved for uncounted centuries. is an incredibly strong option here. The Oath of the Ancients is the druidic flavor of the paladin. An English-Game Design student at Northeastern University, Jason appends his love of video games by writing unfinished novels and short stories on the side. Your first paladin oath of the ancients takes more steps on your path. 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