Paladin Subclass: Oath of the Hunt

The Oath of the Hunt is made by paladins dedicated to the fight, to their comrades in battle, and to a just end. The grand battles of good versus evil are no more important than slaying the beast that has been harming a nearby village, and paladins who follow this oath tend to prefer more tangible goals.
In fact, it is common for those that swear this oath to have short and simple plans, as where they excel is chasing down the enemy.
 
Tenants of the Hunt
Integrity. Honour is in the challenge, pride in the victory. Do not take shortcuts to success.
Assurance. Trust the intuition of you and your allies, and victory will follow.
Fated. To fight and fall is a happy life. You do not need more than that.
 
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Hunt Spells Table. See the Sacred Oath class feature for how oath spells work.
Oath of the Hunt Spells

Paladin Level

Spells

3rd

Hunters Mark, Longstrider

5th

Locate Object, See Invisibility

9th

Haste, Nondetection

13th

Freedom of Movement, Locate Creature

17th

Commune with Nature, Passwall

 
 
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Trackers Companion. You can expend a use of Channel Divinity to cast find familiar as a paladin spell. While this familiar is within 10 feet of you, you may add your Charisma modifier to any Wisdom (survival) checks made to track a creature.
 Hunt Together. As a bonus action, you can use your Channel Divinity to give a number of creatures equal to your Charisma Modifier a 15 feet bonus to their speed for 1 minute. In addition, creatures that receive this bonus are unaffected by difficult terrain so long as they are heading towards a hostile creature.
 
Eyes of the Predator. Starting at 7th level, whenever you expend a spell slot, you fill the area with divine magic. Until the start of your next turn, every enemy within 10 feet of you must make a Dexterity save against your spell save DC or become outlined by dim light which spreads out for 5 feet. While effected by this light, attacks against these creatures have advantage, and they can’t benefit from being invisible.
At 18th level, the range of this ability increases to 30 feet.
 
Agile Stalker. At 15th level, you are an expert at following your prey over all types of terrain, and gain the following bonuses to your movement.
·       Your walking speed increases by 10 feet.
·       You gain a climbing speed of 40 feet.
·       When determining your jumping distance you can add your charisma modifier to the total.
 
Beast of the Hunt. At 20th level, you transform yourself into an apex predator, taking an animalistic appearance of your choice. For example, you may take on the sharp canines of a wolf, the eyes of a hawk or the claws of a bear.
Using your bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:
·       Your movement speeds increase by 10 feet.  
·       When you make an attack against a creature you can see you can make one additional attack each turn.
·       You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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