Oath of the Ancients
The Oath of the Ancients is as old as the race o f elves
and the rituals of the druids. Sometimes called fey
knights, green knights, or horned knights, paladins who
swear this oath cast their lot with the side of the light
in the cosmic struggle against darkness because they
love the beautiful and life-giving things of the world,
not necessarily because they believe in principles of
honor, courage, and justice. They adorn their armor and
clothing with images o f growing things—leaves, antlers,
or flowers—to reflect their commitment to preserving
life and light in the world.
Tenets of the Ancients
The tenets of the Oath o f the Ancients have been
preserved for uncounted centuries. This oath
emphasizes the principles of good above any concerns
of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts o f mercy,
kindness, and forgiveness, kindle the light o f hope in the
world, beating back despair.
Shelter the Light. Where there is good, beauty, love,
and laughter in the world, stand against the w ickedness
that would swallow it. Where life flourishes, stand
against the forces that would render it barren.
Preserve Your Own Light. Delight in song and
laughter, in beauty and art. If you allow the light to die in
your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in
despair. Let the light o f your joy and courage shine forth
in all your deeds.
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
Paladin Level ………… Spells
3rd ………………………………ensnaring strike, speak with animals
5th ………………………………moonbeam, misty step
9th ………………………………plant growth, protection from energy
13th ……………………………ice storm, stoneskin
17th ……………………………commune with nature, tree stride
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Nature’s Wrath. You can use your Channel Divinity
to invoke primeval forces to ensnare a foe. As an action,
you can cause spectral vines to spring up and reach
for a creature within 10 feet o f you that you can see.
The creature must succeed on a Strength or Dexterity
saving throw (its choice) or be restrained. While
restrained by the vines, the creature repeats the saving
throw at the end o f each o f its turns. On a success, it
frees itself and the vines vanish.
Turn the Faithless. You can use your Channel
Divinity to utter ancient w ords that are painful for fey
and fiends to hear. As an action, you present your holy
symbol, and each fey or fiend within 30 feet o f you that
can hear you must make a W isdom saving throw. On a
failed save, the creature is turned for 1 minute or until it
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within 30 feet o f you. It also can’t take
reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action.
If the creature’s true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while
it is turned.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily
upon you that it forms an eldritch ward. You and friendly
creatures within 10 feet o f you have resistance to
damage from spells.
At 18th level, the range o f this aura increases to 30 feet.
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. Once you use this ability, you
can’t use it again until you finish a long rest.
Additionally, you suffer none o f the drawbacks o f old
age, and you can’t be aged magically.
At 20th level, you can assume the form o f an ancient
force of nature, taking on an appearance you choose.
For example, your skin might turn green or take on a
bark-like texture, your hair might become leafy or mosslike,
or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
• At the start o f each o f your turns, you regain 10 hit
• Whenever you cast a paladin spell that has a casting
time o f 1 action, you can cast it using a bonus action
• Enemy creatures within 10 feet o f you have disadvantage
on saving throws against your paladin spells and
Channel Divinity options.
Once you use this feature, you can’t use it again until
you finish a long rest.