Paladin: Oath of the Hunt
Original Source: ROYal Brews
The Oath of the Hunt calls upon its paladin to be the protectors of civilization against the creatures that would prey upon them. When a bane against progress would rear its fangs towards civilization, a Hunter is soon to follow and quell the threat. They ensure nature is preserved and maintained, and fight back against the ancient tyrants.
Tenets of the Hunt
The tenants of the Oath of the Hunt have its paladin pursue a life of conservation and cleansing.
- No Mercy. The creatures you hunt will have no mercy for you. Provide them the same treatment.
- No Abandonment. You are a killer amongst men, but do not let your oath strip you of your humanity. Become a mere creature of the hunt, and you will be emblazoned as a prey to your fellow oath-takers.
- No Eradication. As a hunter of many, it is your duty to keep nature at balance. Never eradicate a colony of creatures unless their survival would endanger the environment around them, and defend the wild from those who wish to see it turned to ashes.
- No Monsters. While it is your duty to maintain the balance of nature, it is also your duty to erase any creature whose nature compels them to destruction or tyranny. Eradicate every single one of them.
Oath Spells
3rd-level Oath of the Hunt feature
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | longstrider, hunter's mark |
5th | enhance vision, locate animals or plants |
9th | blink, water walk |
13th | faithful hound, psychic lance |
17th | commune with nature, hold monster |
Channel Divinity
3rd-level Oath of the Hunt feature
You may sense beasts, dragons, or monstrosities with your Divine Sense.
Additionally, you gain the following two Channel Divinity options.
Channel Divinity: The Hunt Begins
As a Bonus Action, you can use your channel divinity to call on the hunt. Choose a creature you can see within 60 feet of you. You may cast hunter's mark on that creature without spending mana, and then a friendly creature that can see it can spend their Reaction to move up to their movement towards the creature. This movement ignores difficult terrain and does not provoke reactions from the targeted creature.
Channel Divinity: Mark Prey
When you hit a creature, you can use your channel divinity to mark them as your prey. The target must make a Constitution saving throw against your spell save DC. On a failed save, they become your Prey and suffer the following effects for one minute:
- Any divine smites they take from you has the dice increased to a d10.
- The creature's movement speeds are halved.
- You score a critical hit on a roll of 19 or 20 when making weapon attacks against the creature if it is of the types you chose for Divine Sense.
The creature can repeat this saving throw at the beginning of each of its turns, ending this effect on a success.
Aura of the Hunt
7th-level Oath of the Hunt feature
You radiate an aura that aids you and your allies in hunting specific creatures. You and friendly creatures in your aura score a critical hit on a roll of 19 or 20 when making weapon attacks against creatures of the types you chose for Divine Sense, or if they are your Prey or affected by your hunter's mark spell. If a creature already scores a critical hit on an 18-20, its attack rolls are made with Advantage instead.
Sacred Trophy
15th-level Oath of the Hunt feature
You draw righteous might and vigor from completing your hunt. When you reduce a hostile creatures of the types you chose for Divine Sense, or if they are your Prey or affected by your hunter's mark spell, to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your paladin level
.
When a creature you marked as your Prey is reduced to 0 hit points, you gain these temporary hit points even if you didn't reduce the creature to 0 hit points. When this happens, you also regain a use of your Divine Smite.
Master of the Wild Hunt
20th-level Oath of the Hunt feature
You have become the embodiment of the Wild Hunt, and champion against monsters. As a Bonus Action, you gain the following benefits for 1 minute:
- You may cast hunter's mark as a part of the same bonus action without spending mana.
- Your attacks score a critical hit on a roll of 19-20.
- When a creature you've attacked since the start of your last turn ends their movement, you can spend your Reaction to teleport to an unoccupied space within 60 feet of them and make a single weapon attack against them.
- Your divine smites increase to a d10 against creatures if they are of a type you chose for Divine Sense (d12 when using your Mark Prey channel divinity), and they have Disadvantage on saving throws against Mark Prey.
- Hostile creatures within your aura cannot regain hit points.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.