But, you don’t do them very well with this ability. High Dexterity is good for Finesse builds. That means normally your melee frontliners would take about 32 damage or so on a failed save. But, the “killed outright” clause is unfortunately somewhat important – spells like Disintegrate and Touch of Death suddenly become much more dangerous. Realizing a quick counterstrike would not succeed, the devotees of Kravnos took refuge in their temple. It’s a shame this only lasts 1 minute. I think either way I want to go at least 6 levels of paladin. If you want to wear plate you will need 15 str at some point but this way CHA will now apply to your hit and damage melee rolls making you less MAD dependant and focusing everything into cha. You do take half damage from them, but… Watch your health against necromancers or Evocation masters. A couple of days after, he passed away in his sleep. The first effect is strictly cosmetic, making you look more natural, typically like a tree or like a forest creature. You’ll want to be a melee build so you can give your frontline allies a boost to their durability against spellcasters. This ability includes some druid spells and the ability to commune with nature. This ability is (thankfully) resourceless; you just have the once per day restriction, which will keep you from your dying saves perfectly well. […]. This 5E Paladin optimisation guide covers the latest fighting styles, Oaths and subclasses from the Players Handbook to Xanathar’s Guide to Everything.. A Paladin swears to uphold their Oath, their force of will on doing what is ‘right’ pushes them to strive forward. 16 damage on a complete failure, 8 damage on a success. Glyph of the Ancients. Paladins with this oath likely ally themselves to gods of nature, focusing on fighting darkness to preserve life-giving things. Depending on the campaign, you might want to use this all the time. Commune with Nature gives you a valid information spell – super rare amongst paladins – though the range isn’t great. This gives you an incredibly powerful method for using them, as your spells only taking a Bonus action gives you more chances to use Extra Attack. Having all of your Paladin spells be Quickened is obviously significant. Now, instead? It’s a shame you get Ensnaring Strike and this, since this tends to be just worse. Game Mechanics: Additional spells, with a nature focus, work to control movement and interact with plants and animals. If you’re wanting to be a really potent anti-mage, and are willing to take a hit on your damage potential, then this Subclass is for you. Later on, this can prevent deaths from spells like Disintegrate and Finger of Death against anyone nearby. Sea Elf 5E Guide | Wildemount Elf Subrace from Critical Role, Fey Wanderer Ranger 5E Guide | Rules, Tips, Builds, and More. The Ancient Oath Paladin has a lot of good things, but they tend to be restricted to once per day or to only some enemies. The Best Router for Multiple Devices | Best Picks + Buyers Guide, The Best Laptops for Day Trading | Best Picks + Buyers Guide, The Best Headphones for Oculus Rift S | Buyers Guide + Top Picks, 5E Classes Guide | The Classes of 5th Edition Dungeons & Dragons, Drake Hollow Supply Trucks | What are They, How to Get Them. ... Latin, Italian, and French, picking up various meanings along the way, until eventually some of those forms made their way into English. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. Two very great, very important things! In those environments, the spell becomes a very viable teleport… But otherwise, you won’t be too happy that this is permanently prepared for you. These paladins are the worst and should never have been played. Nature’s Wrath. I probably had the most fun RPing this one in my 5e tenure. […], In previous editions, the Coup de Grace mechanic allowed the dispatch of helpless opponents. combat negation. Protection from Energy is so much more useful, allowing you to very easily defend yourself against breath attacks or… any elemental effect. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. Instead, you give it to all friendly allies… And then they take half damage from, To explain why, I want to compare this to, The other effect, the anti-aging effects, are… Fine. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. And, of course, you’ll be a beacon of hope – That might as well be standard for any Oath, besides Oathbreaker. He'll behave in a way that inspires the others. The Player’s Handbook offers this oath as the first one, and so this is what most players see when they get to level 3. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. The other effect, the anti-aging effects, are… Fine. The Paladin uses the Glyph of the Ancients in a very simple way - he throws it like a rock, producing a large fiery explosion to damage his enemies. Then they’re stuck making generic Strength checks, which a lot of creatures are going to struggle with. So either paladin 1 > warlock 1 > paladin 5 > warlock 2/3 > paladin. He favors melee fighting, yet he has ranged attack capabilities as well. While Paladins are not in charge of swarm fights, you’ll at least feel a little more useful. Lead by example, though I'd eliminate the word "merely." And in social events, your Paladin can channel to find any fiends or fey disguised as a human. In gameplay and fighting, the Oath of Ancients focuses primarily on resisting magic and keeping enemies in one place; Useful for a melee class, and extremely good as a support. First, the paladin's absolute highest stat is going to be either strength or dexterity, with no exceptions; paladins are a martial-based class first and foremost. An army of Golems and Imps stormed through the temple at midnight, slaughtering unprepared devotees and destroying the holy relics of Kravnos. Both Divine Sense and Lay on Hands are straightforward and good abilities so I am not going to really talk about them. You’ll get a few more skills as well, just to be more useful in social situations. Thanks guys, sounds like Ancients might be the way to go. I plan on doing tons of damage. The Tabaxi race from Volo’s Guide to Monsters is an incredibly strong option here. Against most fiends… This will do just fine. Join the Scoundrel Game Labs Mailing List! Oath of the Ancients is for those who wish to protect all that is good, everywhere. Made a level 1 varient human paladin, I plan on going oath of the ancients, I want to dip sorcerer for quicken and more spell slots, I also like the idea of dipping fighter for more ASI's. Let me tell you about my Barbdin Testaclees. On a success, it frees itself and the vines vanish. That’s a crazy amount of damage reduction. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. The Oath of the Ancients grants a paladin many of the same abilities as a ranger or druid. You have utility, damage, crowd control, information, defense… A wide spread of things. He told zinc to find a temple, that an item for zinc was there. They’re there. Testaclees was a very old crotchety 90 lb half elf, the equivalent of a 75 year old human. Protectors of sacred groves as well as innocents, the often-chaotic good Paladins of the Oath of the Ancients devote themselves to protecting the Light from the darkness of the world, which is a pretty vague mission. Otherwise, the health regen gives your healers a bit of leeway on spending spell slots on you. Overall, not bad! However, when you spend an action, you get a few really potent abilities. The helmet had two tapered eyes, and a slender, V-shaped slit that gave the helmet the appearance of a barn owl. 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. You’ll likely be just fine with this list. This effect is most useful against groups of enemies. on you. They’re there. The Paladin makes his home in the Great Temple of Kravnos, in the city of Mur on Septimus. Being a stout and brawny warrior, the Paladin benefits the most from the protection of a heavy Breastplate. Warlock 2 for invocation, and optionally 3 for the pact boon are important, but probably avoid going past that if paladin is your main class. The Player’s Handbook offers this oath as the first one, and so this is what most players see when they get to level 3. Moonbeam requires a bit of planning (or an Ensnaring Strike) to make it extremely useful. To explain why, I want to compare this to Mastery of Death, the Long Death monk’s Ki ability. Paladins have a heavy stereotype. Against most fiends… This will do just fine. The extra effect is super good against any fiends or fey in range. Instead, you give it to all friendly allies… And then they take half damage from all spells. And, of course, you’ll be a beacon of hope – That might as well be standard for any Oath, besides, 3rd Level – Ensnaring Strike, Speak with Animals, 9th Level – Plant Growth, Protection from Energy, 17th Level – Commune with Nature, Tree Stride, Overall, not bad! But urban in a fey way. The disadvantage effect is obviously insanely potent. 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. One of your abilities later will make this spell slightly less useful, but it’s still an incredibly important spell. You have a few good options here, but nothing intensely powerful. A fortnight before their attack, however, their secret was betrayed. I get bored talking about work all the time. Your Heavy-Armored butt will be able to cross massive gaps and get to important enemies easily. Super limited, but really good! The Ancient Oath isn’t any different, providing you Nature’s Wrath and Turn the Faithless. 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. Magical defenses, such as the Amulet of Protection, have a minimal contribution to his armor. To yourself, and all allies near you. Another switch extends a six-inch BLADE from one end. I'm looking to make an Eladrin Oath of the Ancients paladin, with a focus on rapier and shield. The heart of the forest is forbidden to you, traveler.” A knight in armor that once gleamed enamel-white stood atop a hill in the midst of the trackless woods. Either way, though, if you bring me a page I'll certainly use it, it's up to you to have the item in your hand that you want me to make better. But realistically, you don’t really get much benefit out of this. The only significant ability you get is Aura of Warding, and… That alone is a really, really good reason to take this archetype. The Paladin uses the Glyph of the Ancients in a very simple way - he throws it like a rock, producing a large fiery explosion to damage his enemies. For certain parties, becoming the King of the Jungle might be a valid option. 17th level has two rather situational abilities. One switch ELONGATES the handle into a six-inch quarterstaff, javelin size. After a few years of this, Malik became ill. Urban in the sense of chivalry, formal education, courtly, political, elite, and so on. They get a +1 to the three things Paladins need; Strength, Constitution, and Charisma. For me, the main difference between ancient ‘green knight’ paladin and a druid is, the druid is more rural or even wilderness. That’s really good! The Paladin’s level 20 capstone is actually pretty fun, flavorwise and mechanically. Because this aura doesn’t have any resource, it’s just going to consistently save yourself, and your team. Feline Agility is very important for getting you into range of your enemies, and is a great addition to Misty Step. Adorned by insignia and decoration that looks more like a Druid than anything else, Ancient Paladins gain abilities befitting their commitment to preserving nature, such as summoning Vines. And in social events, your Paladin can channel to find any fiends or fey disguised as a human. Obviously, you’ll want enough Charisma to be a potent spellcaster for Ensnaring Strike, but you’ll likely want Strength/Dexterity and Constitution a bit more. A Green Knight is definitely not the wrist-slapping tsk-tsking stick-in-the-mud Paladin. Being a true warrior, the Paladin's choices of difficulty are named as a knight's ranks. GRAND MASTER SHO (cont’d) At 18th level, the range of this aura increases to 30 feet. The weapons are deployed with a mere touch of the handles. Your four other racial abilities tend to be a bit focused around water, but you can get a lot of utility with your Control Air and Water feature. The Avenger is a Paladin build focusing on dealing high elemental damage through the use of Vengeance supported by the Conviction aura. By contrast, the ancient paladin is *urban*. At this level, fireball does 9d6. 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. At the start of each of your turns, you regain 10 hit points. Roleplaying a paladin in DnD always meant that you were someone who was a pain. Like any other Turn effect, in combats against Fiends and Fey, forcing them to flee from you is an efficient way to negate at least one turn of combat against multiple creatures. You and friendly creatures within 10 feet of you have resistance to damage from spells. 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. Theme: To this paladin, nothing is more valuable than loyalty to life itself. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Invisibility is an Illusion, so you can use this as a potent anti-invisibility. 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