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Serment des Ancêtres (HB)
Le Serment des Ancêtres est un engagement auprès de ceux qui étaient là avant vous afin de porter leurs souhaits et leurs idéaux dans le futur. Les paladins nains pourraient ainsi honorer les pères et mères de leurs clans tandis que des paladins elfiques pourraient canaliser leur peine de ceux qui ont disparu. Lorsque des communautés se perdent dans les distractions et la politique mesquine de l'ère moderne, les paladins qui se soumettent au Serment des Ancêtres sont là pour rappeler aux autres les morts honorables qui étaient là avant eux. Parfois appelés les chevaliers spectraux, les gardiens des tombes ou encore les dévoreurs de pêché, ces paladins communiquent avec leurs ancêtres et accomplissent leur volonté dans le plan matériel.
Principe des Ancêtres
Les principes exactes des Ancêtres change en fonction de l'ancêtre qui est honoré mais tous respectent ces principes universels :
Souviens-toi des morts. Souviens toi de ce qui ont croisé ton chemin et qui sont morts devant toi. Garde leur souvenir dans ton esprit et laisse les te guider.
Respecte les morts. Montre du respect envers les lieux où reposent les morts et suit l'exemple et les souhaits des défunts.
Honore les morts. Honore les morts au travers de tes actions. Laisse ta vertu être un rappel aux autres de leur propre force et vertu.
La Paix dans la Mort. Les Morts-vivants sont un affront à la sérénité d'une vraie mort. Montre leur de la pitié en les amenant le plus rapidement possible vers l'au-delà.
Sort de Serment
Vous obtenez les sorts de serments suivants aux niveaux de paladin indiqués :
Niveau de Paladin | Sorts |
---|---|
3 | Serviteur invisible, Simulacre de vie |
5 | Détection de l'invisibilité, Préservation des morts |
9 | Communication avec les morts, Mort simulée |
13 | Protection contre la mort, Réanimation |
17 | Contact avec les plans, Rappel à la vie |
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.