Spells/Paladin/Oath of the Ancients

From Zaori

Oath of the Ancients spells for paladins

Level 1

Speak with Animals(page)

Divination, level 1 spell typically available to bards, druids, rangers (ritual)

  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Ensnaring Strike(page)

Conjuration, level 1 spell typically available to rangers

  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Level 2

Misty Step(page)

Conjuration, level 2 spell typically available to sorcerers, warlocks, wizards

  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Moonbeam(page)

Evocation, level 2 spell typically available to druids

  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in creases by 1d10 for each slot level above 2nd.

Level 3

Protection from Energy(page)

Abjuration, level 3 spell typically available to clerics, druids, rangers, sorcerers, wizards

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Plant Growth(page)

Transmutation, level 3 spell typically available to bards, druids, rangers

  • Casting time: 1 action or 8 hours
  • Range: 150 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.


Level 4

Ice Storm(page)

Evocation, level 4 spell typically available to druids, sorcerers, wizards

  • Casting time: 1 action
  • Range: 300 feet
  • Components: Verbal, Somatic, Material (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Stoneskin(page)

Abjuration, level 4 spell typically available to druids, rangers, sorcerers, wizards

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic, Material (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.


Level 5

Commune with Nature(page)

Divination, level 5 spell typically available to druids, rangers (ritual)

  • Casting time: 1 minute
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles o f you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent plants, minerals, animals, or peoples
  • Powerful celestials, fey, fiends, elementals, or undead
  • Influence from other planes of existence
  • Buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Tree Stride(page)

Conjuration, level 5 spell typically available to druids, rangers

  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.