Is the Oath of the Ancients Paladin’s Elder Champion feature intended to still work while unconscious?

The Paladin’s Oath of the Ancients Level 20 Elder Champion feature states:

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

  • Enemy creatures within 10 feet of 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.

What it does not state is that the transformation ends or you lose the benefits of the transformation when you are unconscious or incapacitated.

If the Paladin is knocked unconscious while it is transformed, does that mean the Paladin will be able to regain consciousness at the start of next turn?

To contrast, the Oath of the Crown’s Exalted Champion includes this statement:

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Emphasis mine.

The Paladin’s Auras of Protection specifically state that:

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Emphasis mine.

Aura of Courage states:

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Emphasis mine.

This seems to imply most of the Paladin’s Level 20 features continue working even while unconscious. The Oath of Ancients Paladin would be able to regain consciousness at the start of the turn. Similarly, the Oath of Vengeance Paladin would still frighten their enemies despite being unconscious on the ground. The Oath of Devotion Paladin would still give off sunlight and damage enemies despite being unconscious.

Is this Rules as Written and/or Intended?

Is this conversion of a Cloud Ray Elder CR 16?

In the finale of the 3 part series on Cloud Rays, we take a look at the stat line of the largest pancake in the universe. From Pup to Adult to finally Elder, I am hoping to gain insight on the balance of these stat sheets to see if I can port them into my campaign or if they will need tweaking along the way.

Credit goes to Redditor Jambrose22/Youtuber Dungeon Dad for these conversions.

How accurate is CR 16 for this Cloud Ray Elder conversion?

Specifically, is there any concerns that pop up that might mean it is over-/under-powered for its Challenge Rating?

Cloud Ray Elder

Gargantuan monstrosity, unaligned

Armor Class: 16 (natural armor)
Hit Points: 437 (25d20 + 175)
Speed: 20 ft., fly 60 ft. (hover)

STR – 26 (+7)
DEX – 18 (+4)
CON – 26 (+7)
INT – 4 (-3)
WIS – 27 (+8)
CHA – 8 (-1)

Damage Immunities: thunder, lightning
Condition Immunities: prone, stunned, paralyzed
Senses: Passive Perception 17
Languages: —
Challenge: 16 (15,000 XP)


Flat Body. Creatures can enter and end their turns in the same space as the cloud ray elder.

Undulating Winds. Any creature that starts its turn within 15 ft. of a cloud ray elder takes 10 (3d6) thunder damage, and it pushed 15 ft. to another space still within 15 ft. of the cloud ray elder.

Gaping Maw. Any creatures grappled by a cloud ray elder are dragged with it wherever it moves, and do not cause any form of hindrance to movement.


Multiattack. The cloud ray elder makes a sting, and thunder lash attack.

Sting. Melee Weapon Attack: +12 to hit, reach 25 ft., one target.
Hit: 18 (2d10 + 7) thunder damage and the target must make a DC 17 Constitution save, or suffer 11 (2d10) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also paralyzed.

Thunder Lash. Melee Weapon Attack: +12 to hit, reach 25 ft., one target.
Hit: 29 (4d10 + 7) thunder damage and all creatures within 25 ft. of the target are pushed 15 ft. away from the primary target taking 25 (4d8 + 7) thunder damage, or half as much on a successful DC 17 Constitution save.

Scooping Bite. The cloud ray elder swoops down, its mouth agape in an attempt to grab as many creatures as possible. All creatures within a 25 ft. radius must succeed on a DC 17 Dexterity save, or take 23 (3d10 + 7) bludgeoning damage. All huge or smaller targets that fail their saving throw are grappled. The cloud ray elder can have up to three creatures grappled in its mouth at one time.

Gliding Menace (Recharge 5-6). To use this action the cloud ray elder must fly at least 60 ft. during its turn. The cloud ray elder uses the thunder lash, scooping bite, and sting actions. Each action is used during a different point in its movement. It does not provoke attacks of opportunity this turn.

Bonus Actions

Crush. As a bonus action the cloud ray elder crushes any creatures it might have grappled in it’s massive jaws.
Melee Weapon Attack: +12 to hit, all targets grappled.
Hit: 29 (4d10 + 7) bludgeoning damage.

Dream Flight (1/Long Rest). As a bonus action, the cloud ray elder teleports up to 75 ft., taking with it any creatures it has grappled. Any creatures within 10 ft. then take 19 (2d10 + 8) psychic damage, or half as much on a DC 17 Wisdom save. Any creature who fails this save is also stunned. They are allowed another saving throw at the start of each turn to recover recover.

Other questions in this series:

  • How balanced is this conversion of a Cloud Ray Pup?
  • How balanced is this conversion of a Cloud Ray Adult?

What were the first publication dates of the Big Bads in the Elder Evils?

Elder Evils (2007) is a supplement for world or multiverse-ending Big Bads published by Wizards of the Coast. It contains nine primary antagonists (see below) with a host of subordinate or supporting lesser antagonists for each. I noticed that at least one of these (based on name, form, and defining traits), Zargon, originally appeared in the D&D module B4 The Lost City.

Elder Evils does a poor job citing the source material for its contents, and I want to know when and where these first appeared in TSR or Wizards of the Coast publications (notes about appearances in other media welcome, but not the direct answer I am looking for):

  1. Atropus
  2. Father Llymic
  3. The Hulks of Zoretha
  4. The Leviathan
  5. The Pandorym
  6. Ragnorra
  7. Sertrous
  8. The Worm that Walks
  9. Zargon (1982, B4 The Lost City)

Port Forwarding vs Port Triggering for online game Elder Scrolls Online [migrated]

My system is Windows 10 on a TP-Link WDR3600 router (no VPN). I use this computer for banking and other important things. I’m no network engineer but I’ve heard port forwarding puts you more at risk and would like to know your thoughts vs port triggering. I’m not even sure I got the port forwarding working (I believe it was successful).

Secondly how do I check if the ports are open while gaming and port triggering? Open Port Check Tool does not seem to work so I grabbed Simple Port Forwarding exe, which I’m not sure works for the port triggering. Do I need to somehow track which ports are open while running the game? My understanding is that port triggering will only open the ports when my computer ‘asks’ for the port via my game initializing. After the game closes, the ports get closed as well. Is this right?