Paladin
Base Class: Paladin

The Oath of the Hunt calls to those Paladins, that stray from normal weaponry and turned their might towards firearms and the hunt, of both Human and non human targets. Those that follow this path sometimes work together with the guard hunting down criminals. More often though, they work as Bounty Hunters throughout both the wilderness and urban regions.

For most that follow this Oath, bringing an individual to justice is the most important task they have, and they follow it to its completion. Often with little regard to the means necessary. Although often not law abiding in their pursue of criminals, these paladins still have strict moral codes that they follow and do not break.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

charm person, Hunter's Mark

5th

Suggestion, Maximilian's Earthen Grasp

9th

Fly, Slow

13th

Locate Creature, Dimension Door

17th

Scrying, Bigby's Hand

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Aura of Authority. As an action, you fire a shot into the air striking fear into the hearts of anyone you choose that is within 30ft of you when the shot is fired and can see and hear you. For 10 minutes, you gain advantage on Deception, Intimidation, Insight and Persuasion checks made against them.

Divine Justice. As a Bonus Action you pray upon your Deity and present your holy symbol. For 1 minute, your Divine Smite deals its regular 1d8 radiant damage and is no longer limited in the range where it can take effect.

Aura of Steel Will

Starting at 7th level, you emanate an aura while you’re not incapacitated. You can not be [condition]charmed[condition] or [condition]frightened[condition]. Any creature that ends its turn within 10ft of you can choose to end one [condition]charmed[condition] or [condition]frightened[condition] currently affecting it.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Fast Hands

Your training and expertise with firearms made you adept at manipulating them during combat. Your can now reload any firearm as a bonus action during your turn. Additionally, you gain advantage on the Tinker checks made to repair a misfired firearm while your Divine Justice is active.

Angel of Pain

At 20th level your Deity offers you incredible power in combat. As an action, you display your divine purpose in an appearance of fire and smoke. For one minute you gain the following benefits.

  • Heavy smoke falls from your form and heavily obscures the area in a 30ft radius around you. Creatures that rely on sight have disadvantage on attack rolls against anyone within the smoke. You and your allies can see through it unhindered.
  • Whenever you take the attack option during your turn, you can make one additional weapon attack as part of that action.
  • When you make a weapon attack, the attack scores a critical hit when you roll a 19 or 20 on the d20 die.
  • Any firearm that you are holding is always loaded forgoing the need to use one of your weapon attacks to reload them.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2021 6:50:49 AM
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