Paladin Subclass: Oath of the Ancients

The Oath of the Ancients Paladin is a champion of nature, light, and life, wielding divine power to protect the natural world and uphold timeless ideals of kindness, hope, and renewal.   Unlike other Paladins who focus on vengeance, conquest, or divine justice, the Oath of the Ancients Paladin protects the wildlife, fights against cruelty and destruction, and draws power from the land and the wildlife itself.

Class overview

 
Typicaly : Sacred grove wardens, mystical knight, druids sworn to protect holy sites, or wandering wildlife protector.
Abilities : You channel both divine light and primal force, smiting with radiant energy or summoning nature’s wrath. Your magic can shield allies like an ancient forest canopy, or strike foes with the fury of storm.
Advancement : As you advance, your bond with the primal grows. They may rise as guardians of sacred groves, chosen champions of primal spirits, or revered wardens whose protection extends over entire realms.

Speed & Abilities

Speed : Average   Starting abilities :
You start with the following ability.
  • Wildlife Oath
    You made an oath to serve and protect the beasts of the land, sea, and sky. Through trust, respect, and the blessing of nature itself, these creatures answer your call in times of need. With a word or gesture, you can summon an animal ally bound to your cause, its loyalty as steadfast as your own oath.  
    You may form a pact with an animal that is friendly toward you.
    • The number of simultaneous pact is equal to your Lvl.
    • The animal must be of equal or lower Lvl than you (exept Lvl 10+ animals).
    • An animal from the pact can be summoned as an Action (Maximum of one).
    • The animal act as an Animal Companions.
    • If the animal dies, you lose the pact, and the animal remains dead.
    • You can end a pact at any time, as long as the animal is not currently summoned.
      Forming a pact requires the Contest of Taming (Downtime) (Instantaneous) :
    Success :
    The animal accept the pact. You will be able to summon it later.
    Failure :
    The animal reject the pact, but remain calm and friendly.
      Pact & Summoning cost :   Summoning an animal from your pact requires an Aura Check :
    Success :
    An animal from your pact is summoned.
    • Duration : 10 minutes (Can be unsummoned as an Action (no roll required)).
    • When its Heart reach 0, the animal is unsummoned, unless you ask it to stay, wich require a Loyalty Check.
    • Obeys reasonable orders and acts with you (still subject to Loyalty Check — on a failure, the animal is unsummoned).
    • You share an emotional connection with the animal, enabling the exchange of emotions.
    • Cannot be summoned again for the current day.

     
  Standard abilities :
  1. Druidic Spellcasting
    You have learned to cast spells by channeling the primordial forces of nature.  
    Learn two Spells (Rank 0) from the Druid Available Spells.   You may also learn spells from the Druid Available Spells.

     
  2. (Can be selected more than once)
    Standard Druid Progression
    Your oath deepens your connection to the natural world, allowing you to learn the ways of the druids.  
    Choose one of the following Druid Standard Abilities.
    • Nature Ward
    • Naturecraft
    • Wild Pathfinding
    • Beast Empathy
    • Natural Recovery
    • Forager's Instinct
      Unavailable :
    • Wild Companion
    • Wild Resurgence

     
  Advanced abilities :
  1. (Can be selected more than once)
    Advanced Druid Progression
    Your bond with nature has grown to rival that of the most devoted druids. You may now master the advanced techniques of druids.  
    Choose one of the following Druid Advanced Abilities.
    • Elemental Fury
    • Cycle of Renewal
    • Feral Instincts
    • Ancestor's Whisper
    • Inner Storm
    • Rooted Bastion
      Unavailable :
    • Beast Spells
    • Improved Shape-Shifter

     
 
 
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