**Tenets of the Leader** The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple. - **Voice of Motivation:** Your words and actions are tools that inspire courage and resolve in those you fight beside. - **Commanding Presence:** Stand as an unwavering rock in the face of the enemy and a beacon of hope for the soldier you lead. - **Lead by Example:** Those who follow should do so out of respect and a desire to emulate your ideals. - **Rallying Point:** Never forget how important your own role is in the greater workings of a situation. **Oath Spells** 3rd Level: Guiding Bolt, Healing Word 5th Level: Calm Emotions, Warding Bond 9th Level: Beacon of Hope, Mass Healing Word 13th Level: Compulsion, Guardian of Faith 17th Level: Conjure Volley, Wall of Force **Channel Divinity** When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Anthem of Inspiration:** As a reaction you can instill a fighting spirit in an ally within 30 feet of you. As long as the creature can hear and understand you, it can immediately move up to its movement speed and take an action and possible bonus action on the current initiative. **Stand Your Ground:** As an action you can inspire resolve in your allies within 30 feet of you. Each creature of your choice within 30ft of you gains temporary hit points equal to your Paladin level. **Aura of the Resolute** Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being moved against their will or knocked prone. Allies that start their turn within 10ft of you have their movement speed increased by 10ft. At 18th level, the range of this aura increases to 30 feet. **Commander’s Tactics** Starting at 15th level, when you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you, that creature can immediately use its reaction to make one weapon attack. **Paragon of Leadership** At 20th level, you can assume the form of a radiant commander, the center of attention. You exude an aura of importance that commands the attention of all those around you. For 1 minute, you gain the following benefits: - Friendly creatures that start their turn within 30ft of you regain hit points equal to your Charisma modifier. - When you hit a creature with a weapon attack, all attacks against that creature are made at advantage until the beginning of your next turn. - Allies within 60ft of you are immune to the *frightened* and *charmed* conditions. Once you use this feature, you can't use it again until you finish a long rest.