Paladin
Base Class: Paladin

                                                                                          Tenets 

Continue the Hunt: never let your foe slip from your grasp, if you do not get them today then it shall be tomorrow

Make your target, your prey: once you have decided on a target, the fight is never truly over until they are dead or have submitted to you.

Mark your Victory: Always leave your mark in your own way to remind you and others of you triumph. 

 

paladins of this oath do not seek honor or fame, these paladins seek only battle and to prove themselves by felling the strongest of the strong. not to be confused with animals hunters, these paladins do not want profitable gain from their kills they simply wish to become stronger, in order to face the next foe. once these warriors have set their sights on a target they will pursue them relentlessly until they or themselves are defeated or killed.

most paladins that follow this oath do not take their oath in a major city and it is generally not a marked occasion. generally warriors take this oath through their own conviction to becoming stronger, in some cases warriors will even take the oath without them even knowing of it as their will may personify and simply take control.

paladins of this oath are not necessarily good and not necessarily evil as it comes down to who the paladin wishes to challenge and over come, as well as how they go about it. many things are uncertain for these paladins but one thing is, their path is both bloody and exciting.   

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 Conquest Spells

Paladin Level Spells
3rd zephyr strike, hunter's mark
5th pass without trace, see invisibility
9th glyph of warding, slow
13th locate creature, divination
17th steel wind strike, far step

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Hunter's Smite. when you hit a creature with a melee or ranged weapon, you may use your channel divinity to perform a smite one level higher then your highest spell slot (maximum of 5th level).

Forced Combat. you may as an action, select up to a number of targets equal to your CHA modifier within 30 feet. these targets must make a wisdom saving throw, on a fail they can not move away from you and have disadvantage against attacks that do not target you for 1min. Targets can choose to repeat the save as an action on their turn or forgo it.        

 

Aura of Vigor

Starting at 7th level, you're vigor for combat and eagerness to fight merges with your magic and manifests itself in a magical aura, this aura enforces you're quickness and reflex's in combat. 

while you are conscious, you and allies within 10ft of you have advantage on initiative rolls when in combat and any DEX saving throws.  

At 18th level, the range of this aura increases to 30 feet.

True Hunter's Mark

Starting at 15th level, your conviction in combat to pursue and defeat your targets has lead you in perfecting the Hunter's mark spell, by infusing you're oaths powers with the spell. hunters mark gains the following benefits.

- Hunters mark is no longer a concentration spell as it now visibly brands the target with your magic, as such it can be used while concentrating on other spells.

- While the spell is still active on a target you do not need to make checks to find them. you must concentrate on the mark meaning you can not be concentrating on any other spells,  once you do you are aware of which direction the targets in and how far away they roughly are and can follow them via the connection you have with the mark.

- When it is cast at 3rd or 4th it deals 2d6 and at 5th it deals 3d6.

   

Master Predator

At 20th level, you become an unstoppable force, a warrior set on victory. as an action for 1min you gain the following benefits.

  • Advantage on all saving throws 
  • your base movement speed increases by 20ft 
  • your melee and ranged attacks deal an additional 1d8 radiant damage (this damage stacks with the improved divine smite feat). 

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

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