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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