Oath of the Ancestors

by ArgenisDBarrios

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Oath of the Ancestors

Oath of the Ancestors

The oath of the Ancestors paladin's uphold a long history of their forebears who came before them. They value the traditions and practices of the orders they serve and respect the traditions of others. They hold a deep connection to their ancestral spirits and often commune with them to learn from their past experiences.

Tenets of the Ancestors

A paladin who takes on the Oath of the Ancestors swears to uphold the heritage of their orders and those who came before them.
Inherit. Bring with you the relics of your forefathers and carry them as you continue to do your deeds.
Remembrance. Remember those who came before you, never forget their actions.
Tradition. Continue the traditions of those who came before you, and respect the traditions that others keep.

Oath Spells

3rd-level Oath of Ancestors feature
You gain oath spells at the paladin levels listed in the Oath of the Ancestors table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Comprehend Languages, False Life
5th Borrowed KnowledgeSCC, Healing SpiritXGE
9th Speak with Dead, Spirit Guardians
13th Divination, Guardian of Faith
15th Greater Restoration, Legend Lore

Channel Divinity

3rd-level Oath of the Ancestors feature
Bolstering Presence. You can use your Channel Divinity to release a wave of reassuring energy as your ancestors fill you and those around you with confidence. As an bonus action, you and creatures of your choice within 30 feet of you gain a number of temporary hit points equal to 1d6 + your paladin level. While the targets have these temporary hit points they have advantage on saves to avoid being pushed, pulled, or thrown prone.
Spiritual Calling. You call upon your ancestors as their spirits are summoned to your side to temporarily aid you. As an action you unleash apparitions of your ancestors and their spirits hold your foes at bay. When you call your ancestors you can designate any number of creatures you can see to be unaffected by them. For 1 minute, the spirits defend a 15 foot radius centered on you, that moves with you. When a creature first enters the area on a turn, one of your ancestors propels itself towards them, they must make a Strength saving throw or be pushed 15 feet away from you, and have their movement speed reduced to 0 on a failed save.

Aura of the Progenitor

7th-level Oath of the Ancestors feature
You let out an aura from one of your oldest ancestor that fills that area with their presence, your aura extends 10 feet from you. When you gain this feature choose an ancestor:

  • Determination. You and friendly creatures that start their turn within your aura gain a number of temporary hit points equal to your charisma modifier.
  • Regret. When you hit a creature within your aura with your Divine Smite you can change the damage type to cold, and a creature hit by it has their movement speed reduced by 10 feet until the end of their next turn. If their movement speed is already 0 that creature takes cold damage equal to half your paladin level.

Whenever you gain a level in this class you may choose a different ancestor. At 18th level, the range of this aura increases to 30 feet.

Spirit Walk

15th-level Oath of the Ancestors feature
You let your body momentarily become closer to that of the spirits you command. As an action you become ethereal for 1 minute, while your body is in this form you can move through other creatures and objects as if they were difficult terrain. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Ancestral Avatar

20th-level Oath of the Ancestors feature
You can assume the form of a powerful ancestor as you let their spirit empower your body as it serves as an anchor. As a bonus action, you gain the following benefits for 1 minute:

  • You gain a flying speed of 40 feet, and you hover.
  • You gain immunity to the grappled, paralyzed, and restrained conditions.
  • Once per turn, when you hit a creature with an attack and deal damage to it, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is temporarily possessed by the spirit of one of your ancestors, forcing them to move up to their speed to an unoccupied space you can see, and making an attack against a creature of your choice within their range. If no creatures are within their range they instead become incapacitated until the end of their next turn.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Artist Credit
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