Dragonborn Oath of the Ancients Paladin Build Guide
Combine your Dragonborn's elemental Damage Resistance with the level 7 Aura of Warding to become an impenetrable fortress against magical damage.
Free — no signup needed for the free tier.
Why Oath of the Ancients?
The Dragonborn Oath of the Ancients Paladin is the definitive anti-magic defender in D&D 5e. While most Paladins excel at single-target burst damage via Divine Smite, they often crumble against area-of-effect spells or large crowds. This build covers both weaknesses perfectly. Your Draconic Ancestry provides a native Breath Weapon to clear out swarms of low-HP enemies, while the Oath of the Ancients subclass offers unmatched defensive utility against enemy spellcasters.
At the core of this build is the staggering synergy between your racial Damage Resistance and the level 7 Aura of Warding. While your aura halves incoming spell damage for you and your allies, having native resistance to common elemental damage types (like Fire or Cold) ensures that even non-spell magical effects won't easily bring you down. Furthermore, the Dragonborn's Draconic Flight completely nullifies the primary drawback of the Ancients' heavy crowd-control spell list: you can freely cast Plant Growth or Spike Growth to lock down the battlefield, then simply fly over the hazardous terrain to Smite your restrained foes.
Starting with 15 Strength and 14 Charisma gives you a solid foundation, but you will need to rely on your unique Oath features like Nature's Wrath to ensure your attacks land. By prioritizing polearms and area-denial spells, you lock enemies into a lose-lose situation: stay and burn in your Breath Weapon, or move and die to your opportunity attacks.
Oath of the Ancients Features
Nature's Wrath
Level 3When a creature within 10 feet of you that you can see hits a target with an attack roll, you can use your Reaction to add your Charisma modifier to the attack roll or saving throw DC. In addition, when you cast a spell that deals damage, you can spend 1 spell slot to increase the damage by 1d6 per spell slot spent.
Oath of the Ancients Spells
Level 3You gain oath spells at the paladin levels listed in the Oath of the Ancients Spells table. [Oath of the Ancients Spells: 1st - Entangle, Goodberry; 2nd - Barkskin, Spike Growth; 3rd - Call Lightning, Plant Growth; 4th - Grasping Vine, Guardian of Nature; 5th - Maelstrom, Wrath of Nature]
Aura of Warding
Level 7Ancient magic still lingers in your aura, shielding you and your allies from fey and undead creatures. You and friendly creatures within 10 feet of you have Resistance to damage from spells. In addition, creatures within 10 feet of you have Advantage on saving throws against being Charmed or Frightened.
Undying Sentinel
Level 15You gain the ability to sense the presence of undead within 1 mile of you. If you sense undead this way, you know their general direction. When you sense undead this way, you can use your Reaction to gain Advantage on attack rolls against that creature until the end of your next turn.
Elder Champion
Level 20When you reach 20th level, you can use your action to gain temporary hit points equal to your Paladin level + your Charisma modifier. Additionally, for 1 minute, whenever a friendly creature within 30 feet of you takes damage, you can use your Reaction to reduce that damage by half.
Recommended Ability Scores
Dragonborn Traits That Benefit Oath of the Ancients Paladin
Draconic Ancestry
Breath Weapon provides AoE damage that martial Paladins otherwise lack.
Breath Weapon
Breath Weapon provides AoE damage that martial Paladins otherwise lack.
Damage Resistance
Built-in damage resistance reduces incoming damage, keeping your Paladin alive longer in combat.
Draconic Flight
Flight provides incredible mobility, letting the Paladin reach otherwise inaccessible positions.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 39 | 7.8 | 0 |
| Level 11 | 81 | 7.15 | 0 |
| Level 17 | 123 | 7.15 | 0 |
👉 Stop reading. Start playing.
On this page
Build Path (Levels 1-20)
Levels 1-4
Start with Chain Mail, a Halberd, and the Defense Fighting Style. At level 2, you unlock Divine Smite, but save your spell slots for when you really need them. Level 3 is where the build comes online with your Oath of the Ancients features. You gain Nature's Wrath, allowing you to use your Reaction to add your Charisma modifier to an ally's attack roll, ensuring crucial hits land. You also gain access to Entangle—a phenomenal 1st-level spell to restrain groups of enemies. Drop Entangle, let your enemies struggle, and roast them with your Breath Weapon. At level 4, immediately take the Polearm Master feat. Paladins need as many attacks as possible to fish for Divine Smite criticals.
Levels 5-10
Level 5 brings Extra Attack and 2nd-level Oath spells like Spike Growth. Your role as a battlefield controller solidifies here. Level 7 unlocks your defining feature: Aura of Warding. Granting yourself and all allies within 10 feet Resistance to damage from spells is campaign-altering. Combined with your Aura of Protection at level 6, your party becomes a nightmare for enemy spellcasters. At level 8, take an Ability Score Improvement to bump your Strength to 17 (preparing for a half-feat) and your Constitution to 14. Level 9 grants you Plant Growth, an incredibly potent non-concentration control spell that pairs flawlessly with your Draconic Flight.
Levels 11-16
Level 11 grants Improved Divine Smite, adding a free 1d8 radiant damage to every swing of your Halberd—including the bonus action attack from Polearm Master. At level 12, take the Sentinel feat to perfectly synergize with Polearm Master. If an enemy tries to escape your Spike Growth, you hit them and reduce their speed to 0, trapping them in the thorns. Level 15 grants Undying Sentinel. In this build, it allows you to sense undead within 1 mile and use your Reaction to gain Advantage on attack rolls against them. At level 16, take Heavy Armor Master to bump Strength to 18 and reduce incoming non-magical physical damage.
Levels 17-20
Level 17 unlocks 5th-level spells. You finally get access to standard Paladin staples like Destructive Wave, which adds even more AoE to complement your Breath Weapon. Level 20 unlocks your capstone, Elder Champion. As an action, you gain temporary hit points equal to your Paladin level plus your Charisma modifier (23 THP). More importantly, for 1 minute, you can use your Reaction to reduce incoming damage for allies within 30 feet. Combined with Aura of Warding, your party is effectively immortal for the duration of the final boss fight.
Recommended Spells
Cantrips
Paladins do not naturally receive cantrips unless you take the Blessed Warrior fighting style. Stick to the Defense fighting style for the +1 AC, as your Halberd and Breath Weapon cover your offensive needs.
Level 1-2 Spells
Entangle: Your 1st-level Oath spell. Restraining enemies gives you Advantage on attacks and sets them up perfectly for a Breath Weapon.
Spike Growth: A 2nd-level Oath spell that turns the battlefield into a meat grinder.
Find Steed: Essential for mobility before you unlock Draconic Flight.
Level 3-5 Spells
Plant Growth: This 3rd-level Oath spell quarters enemy movement. Cast it, activate Draconic Flight to hover above the overgrowth, and strike from the air with your reach weapon.
Guardian of Nature: A 4th-level Oath spell that grants Advantage on all your Strength-based attacks.
Find Greater Steed: At 4th level, summon a Griffon or Pegasus for permanent aerial superiority when your draconic wings tire.
High-Level Spells
Destructive Wave: 30-foot radius of Thunder and Radiant damage that knocks enemies prone. Follow it up with a Breath Weapon for massive, party-friendly area damage.
Circle of Power: Advantage on saves against spells, stacking with Aura of Warding's resistance. Cast this and watch enemy Liches weep.
Recommended Feats
Polearm Master
Take this at level 4. The bonus action attack provides a third chance every turn to trigger Improved Divine Smite (at level 11) or deliver a standard Divine Smite. The reaction attack when enemies enter your reach makes you a premier Defender.
Sentinel
Take this at level 12. As a Defender, your job is to keep enemies away from your squishy casters. Sentinel drops an enemy's speed to 0 when you hit them with an opportunity attack, locking them inside your Entangle or Spike Growth hazards.
Heavy Armor Master
Take this at level 16 to round out your 15 starting Strength to an even 16 (or 18 if you split an ASI earlier). Subtracting 3 damage from every non-magical slashing, bludgeoning, and piercing attack adds up to hundreds of mitigated damage over a campaign.
Gear Progression
Tier 1 (Levels 1-4)
Your goal is to acquire Plate Armor as fast as possible, but you will start with Chain Mail. Wield a Halberd or Glaive to maximize your reach. Keep a few Javelins on hand for when enemies are out of your 10-foot reach and your Breath Weapon is expended.
Tier 2 (Levels 5-10)
Upgrade to Splint or Plate Armor. Seek out a +1 Halberd to keep your attack rolls competitive, since your Strength is only 15-17. A Cloak of Protection is an excellent uncommon item; stacking its +1 to saves with your Aura of Protection makes your saving throws monstrous.
Tier 3 (Levels 11-16)
Look for a Belt of Hill Giant Strength. Your starting Strength is 15, which begins to lag behind the math of Tier 3 combat. Setting your Strength to 21 instantly fixes your accuracy issues. A Ring of Spell Storing is perfect to let a familiar or ally cast Spike Growth for you.
Tier 4 (Levels 17-20)
The Holy Avenger (Halberd). This legendary weapon provides Advantage on saving throws against spells and other magical effects for you and allies in your aura. Combined with Aura of Warding's damage resistance, your party will take mere single-digit damage from a Meteor Swarm.
Party Composition
As an Oath of the Ancients Dragonborn, you are the ultimate Defender and battlefield controller. Your job is to drop area-denial spells like Plant Growth or Spike Growth, then stand at the edge of the hazard with your 10-foot reach Halberd, daring enemies to approach.
You pair spectacularly well with Warlocks (specifically those utilizing Repelling Blast) and Swarmkeeper Rangers. They can physically shove enemies backward into your Spike Growth on every turn, triggering the 2d4 piercing damage repeatedly. Because Aura of Warding protects anyone within 10 feet of you, you want your ranged casters and healers standing directly behind your broad, scaly shoulders.
Evocation Wizards also make phenomenal partners. Because your Aura of Warding halves spell damage, an Evoker can safely drop a Fireball directly on top of you. Between the Wizard's Sculpt Spells, your Aura, and your native Draconic Damage Resistance to fire, you can shrug off friendly fire while your enemies burn.
Multiclass Options
Hexblade Warlock 1-2
The classic Paladin dip. Taking Hexblade allows you to attack using your 14 Charisma instead of your 15 Strength, making the build much less Multi-Ability Dependent (MAD). A second level grabs Agonizing Blast and Repelling Blast, letting you push enemies into your own Spike Growth.
Divine Soul Sorcerer 4
Taking four levels of Sorcerer provides the Shield and Absorb Elements spells. When combined with Aura of Warding, Absorb Elements makes elemental spells do a quarter of their normal damage to you. It also provides Metamagic, allowing you to Quicken Spell a Plant Growth and still attack twice in the same turn.
Common Pitfalls
- Trapping yourself in Plant Growth: The Ancients spell Plant Growth slows movement to a crawl. Don't cast it centered on yourself unless you are prepared to use your Draconic Flight to hover above the weeds.
- Misunderstanding Aura of Warding: Your level 7 aura grants resistance to damage from spells. It does not grant resistance to a Dragon's breath weapon, a Mind Flayer's Mind Blast, or a trap's magical damage. Know the difference between a spell and a magical ability!
- Wasting Reactions on Opportunity Attacks: Once you hit level 3, you gain Nature's Wrath, allowing you to add Charisma to an ally's attack roll. Don't blindly take a Polearm Master opportunity attack if your Rogue is about to miss their Sneak Attack.
- Forgetting your Breath Weapon against swarms: Paladins are notorious for struggling against groups of 8+ weak enemies. Don't burn 3rd-level spell slots trying to Smite them individually; use your Draconic Breath Weapon to clear the board instantly.
More Questions
Does Aura of Warding stack with Draconic Damage Resistance?
Can I use Divine Smite on my Breath Weapon?
How exactly does Nature's Wrath work for this build?
When should I use Elder Champion?
Strengths & Weaknesses
Strengths
- ♦ Oath of the Ancients grants Nature's Wrath at level 3
- ♦ High hit points for frontline durability
- ♦ Strong species-class synergy enhances core abilities
- ♦ Strong melee damage output
- ♦ Divine Smite provides burst damage
Weaknesses
- ♦ No Darkvision — may need light sources in dungeons
- ♦ May require careful feat selection to optimize
Pro Tips
Cast Spike Growth at level 5, then stand 10 feet away with your Halberd to trap enemies inside it.
Use your Draconic Flight to hover safely above your own Plant Growth spell area of effect.
Save your Reaction for Nature's Wrath to boost a crucial ally's attack roll instead of making an opportunity attack.
Position yourself exactly 10 feet from allies so they benefit from Aura of Warding without clumping up for Fireballs.
Use your Breath Weapon immediately when facing hordes; Paladins lack AoE, making this your best crowd-clearing tool.
Other Paladin Subclasses for Dragonborn
Other Races for Oath of the Ancients Paladin
Frequently Asked Questions
Is Oath of the Ancients a good subclass for Dragonborn Paladin?
What makes Oath of the Ancients different from other Paladin subclasses?
Create Your Dragonborn Oath of the Ancients Paladin
Use Dice Will Decide's free character builder with optimized stats, spells, and equipment.
Create This Character →