The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.
Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells | |
---|---|
Paladin Level | Oath Spells |
3rd | Ensnaring Strike, Speak with Animals |
5th | Moonbeam, Misty Step |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stoneskin |
17th | Commune with Nature, Tree Stride |
Level 3: Nature's Wrath
As an action, you can expend one use of your
Channel Divinity to conjure grasping spectral
vines around nearby creatures. Each creature of
your choice that you can see within 15 feet of
you must succeed on a Strength saving throw or
have the Restrained condition for 1 minute. A
Restrained creature repeats the saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Level 7: Aura of Warding
Ancient magic lies so heavily upon you that it
forms an eldritch ward, blunting energy from
beyond the Material Plane; you and your allies
have resistance to Necrotic, Psychic, and Radiant
damage while in your Aura of Protection.
Level 15: Undying Sentinel
When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Level 20: Elder Champion
You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).