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Subclass Paladin Oath of the Ancients
The Oath of the Ancients is a Paladin subclass that channels ancient nature magic and fey power. Nature's Wrath at Level 3 uses Channel Oath to Restrain a target with spectral vines. The Oath of the Ancients Spells provide nature-themed control and healing. Aura of Warding at Level 7 grants you and nearby allies Resistance to all spell damage.
| LEVEL | FEATURE |
|---|---|
| 3 | Oath of the Ancients Spells, Nature's Wrath |
| 7 | Aura of Warding |
Oath of the Ancients Spells The following spells are always prepared and don't count against your prepared spell limit.
Level 3: Ensnaring Strike, Speak with Animals
Level 5: Moonbeam, Misty Step
Level 7: Plant Growth, Protection from Energy
Level 9: Ice Storm, Stoneskin
Nature's Wrath As an Action, you can expend one use of your Channel Oath to cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or have the Restrained condition for 1 minute. While Restrained by the vines, the creature repeats the saving throw at the end of each of its turns, ending the condition on itself on a success.
Aura of Warding You and your allies have Resistance to spell damage while in your Aura.
The Oath of the Ancients is the spell-defensive and control Paladin. Nature's Wrath at Level 3 is a reliable Channel Oath use: Restrained enemies have Disadvantage on attacks, grant Advantage to attackers, and can't move — turning a single Channel Oath use into both offensive advantage and defensive positioning.
The Oath Spells include Ensnaring Strike (Channel non-Channel Oath Restrain on hit), Moonbeam (sustained Radiant zone + movement debuff), and Plant Growth (extreme difficult terrain in a 100-foot radius at Level 7, one of the broadest area control spells available).
Aura of Warding at Level 7 is the defining defensive feature: Resistance to all spell damage for you and every ally within the Aura. Against spellcasting enemies (fireball, ice storm, magic missile), this halves all magical damage on your entire party. Combined with the base Aura of Protection's save bonus, the Level 7+ Ancients Paladin provides strong passive defense against spellcasting enemies.
The main tradeoff is that Nature's Wrath requires proximity (10 feet) and targets physical saves (Strength or Dex), so enemies with high physical stats may resist. Ensnaring Strike on hits provides a ranged alternative at the cost of Concentration.