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Serment des Ancêtres (HB)
The Oath of Ancestors is a commitment to those who came before you to carry on their ideals and wishes into the future. Dwarven paladins might honor their clan fathers and mothers while elven paladins channel their grief for those who passed on. When communities are lost to the distractions and petty politics of the modern era, paladins swear the oath of Ancestors to remind others of the honorable dead who have passed before them. Sometimes called spectral knights, tomb guardians or sin-eaters, paladins who swear this oath commune with their ancestors and carry out their wishes in the material realm.
Principe des Ancêtres
The exact tenets of the Ancestors changes based on the ancestors being honored but all who swear the oath abide by these core principles.
Souviens-toi des morts. Remember those who have gone before you and passed on. Carry their memory in your mind and let those memories guide you.
Respecte les morts. Show deference to the resting places of the dead and follow the examples and wishes of the departed.
Honore les morts. Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and power.
La Paix dans la Mort. The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible.
Oath Spells
You gain Oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3 | unseen servant, false life |
5 | gentle repose, see invisibility |
9 | feign death, speak with dead |
13 | revivify, death ward |
17 | contact other plane, raise dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ancestral Guidance. As a bonus action, you open your heart to the wisdom of your ancestors, using your Channel Divinity. Choose one of the following rolls; attack, one type of saving throw, or one skill or tool. Add your Charisma modifier to all rolls of that type for the next minute, adding it twice if you already normally add your Charisma modifier to that roll.
Peace with the Dead. As an action, you can call out to the undead and the dying and plea with your ancestors to bring them peace, using your Channel Divinity. Each creature with 0 hit points within 30 feet are automatically stabilized and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage. While pacified :
- the undead cannot take reactions and will only take its action to Help (if it has 3 or less Intelligence) or Dodge (if it has Intelligence 4 or more).
- the undead see you as their greatest ally and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can.
- if an undead who would normally attempt to take the Help action cannot reach you to do so it instead takes the Dodge action.
Ectoplasmic Aura
Starting at 7th level, you project an aura of finality up to 30 feet away. While a creature is in your aura you know its remaining hit points. Whenever you deal damage to the enemy with the lowest remaining hit points in your aura you deal an additional 1d6 necrotic damage.
Grim Harvest
At 15th level when you reduce a creature to 0 hit points on your turn you can spend your bonus action to roll a 1d10 and add your Charisma modifier and regain that many hit points. That creature cannot be raised as undead.
Ghostwalker
At 20th level you can spend your action to call your ancestors to manifest in your presence. For the next minute the spirits of you and your allies ancestors heed the call, appearing around you and joining you in battle. While they do you gain the following benefits:
- You have a number of spirits attending to you as if you had cast Unseen Servant a number of times equal to your Charisma modifier.
- Your flesh turns to spirit. You gain resistance to bludgeoning, piercing, and slashing damage and can move through objects and creatures. If you end your movement inside an object or creature take 1d10 force damage and you are pushed to the nearest unoccupied space.
- Gain a fly speed of 30.
- Foes count all area covered by your Ectoplasmic Aura as difficult terrain as spectres clutch at them from the beyond.
- You deal an additional 1d6 necrotic damage when you deal damage to the enemy with the lowest remaining hit points in your Ectoplasmic Aura.
Once you use this feature you can’t use it again until you complete a long rest.