I probably had the most fun RPing this one in my 5e tenure. While I haven't entirely abandoned the Ancients Paladin I was hoping I could get some advice on how to build the Conquest Paladin? In most cases, you’d prefer to use Ensnaring Strike. He is a holy warrior - a devotee of Kravnos, the War God. At level 15, you tend to want to see something that keeps you alive in a fight. Not the most exciting, but I still really want to make dex paladin work, and I like the flavour on the Oath of the Ancients. You’ll use this in your test. 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. 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. Learn how D&D 5E approaches it with our Coup de Grace 5e Guide […], While most monk subclasses are built around avoiding damage, Way of the Long Death is your best option for soaking up damage while punching faces. 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. Your Paladin will likely be using their Charisma on Performance, and uses their time to flourish life-giving things. It’s a shame this only lasts 1 minute. This character celebrates and respects others' life choices, unless they … 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. They’re there. Join the Scoundrel Game Labs Mailing List! […], In previous editions, the Coup de Grace mechanic allowed the dispatch of helpless opponents. Your Paladin will likely be using their Charisma on Performance, and uses their time to flourish life-giving things. Commune with Nature gives you a valid information spell – super rare amongst paladins – though the range isn’t great. I'll be starting with GWM and GWF fighting style and feat. Paladins with this oath likely ally themselves to gods of nature, focusing on fighting darkness to preserve life-giving things. Theme: To this paladin, nothing is more valuable than loyalty to life itself. The ancients normally talk about the forests, but I see no reason why spirits of water can’t be counted as beautiful, as well! Only the Paladin, meditating in the bell tower atop the temple, was overlooked. To yourself, and all allies near you. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. These vows can think of as the chaotic good version of the Oath of Devotion. By contrast, the ancient paladin is *urban*. The Oath of the Ancients is as old as the race of elves and the rituals of the druids. 16 damage on a complete failure, 8 damage on a success. For certain parties, becoming the King of the Jungle might be a valid option. Darkvision is also pretty important, since holding a torch can make stealth strategies next to useless. The Paladin actually has so few effects that take a bonus action that you’re always looking for ways to spend them. A fortnight before their attack, however, their secret was betrayed. Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. More importantly, however, healing 10 HP per round means you can’t miss your round because of unconsciousness; you heal on the start of your turn, so you immediately get up, ready to go. At 18th level, the range of this aura increases to 30 feet. Speak with Animals… Well, that might come in handy once or twice per campaign. 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. Ensnaring Strike is great for a melee combatant, only allowing for 1 actual save. That means normally your melee frontliners would take about 32 damage or so on a failed save. There is a waypoint in the Ancients' Way in case one needs to get back to The Ancients. You’ll likely be just fine with this list. Misty Step, however, is one of the better mobility spells in the game. The kind of person everyone wants as their friend, and wishes they were. […]. If this ability just gave the Paladin resistance to magic, then it’d be an absolutely crucial damage reduction. Save this for what you think is going to be the hardest fight of the day. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. Heretic Wiki is a FANDOM Games Community. Urban in the sense of chivalry, formal education, courtly, political, elite, and so on. Hailing from the continent of Septimus, he began his battle against Eidolon and his minions after his brothers were betrayed and slaughtered at their temple. 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. Then they’re stuck making generic Strength checks, which a lot of creatures are going to struggle with. For me, the main difference between ancient ‘green knight’ paladin and a druid is, the druid is more rural or even wilderness. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Nature’s Wrath. The Paladin’s level 20 capstone is actually pretty fun, flavorwise and mechanically. ... Latin, Italian, and French, picking up various meanings along the way, until eventually some of those forms made their way into English. The Oath of the Ancients is the druidic flavor of the paladin. However, when you spend an action, you get a few really potent abilities. Paladin: 1st Lvl - I would start with Paladin for the starting gear and Heavy Armor Proficiency. Request. Nothing spectacular. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. Feline Agility is very important for getting you into range of your enemies, and is a great addition to Misty Step. The disadvantage effect is obviously insanely potent. 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 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. An Ancients Paladin 5e tries to grab the maximum values of conduct, but even the most righteous paladin is imperfect. Healing 10 health per round is a godsend; a total of 100 HP over the course of a minute is significant. Roleplaying a paladin in DnD always meant that you were someone who was a pain. The Oath of the Ancients is the druidic flavor of the paladin. You have utility, damage, crowd control, information, defense… A wide spread of things Paladins either don’t get or need help with. The first effect is strictly cosmetic, making you look more natural, typically like a tree or like a forest creature. Literally. You have a few good options here, but nothing intensely powerful. 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