Base Class: Paladin
Paladins of this oath devote themselves to the sport of hunting in a way that honors nature. They pay homage to nature and its bounties by partaking as its predator.
TENETS OF THE HUNT
The tenets of the Oath of the Hunt exemplify honor to nature, ultimate patience, and the thrill of the chase. Paladins who adhere to the wisdoms of this oath are servants of nature and civilization, both of which are encompassed in the cycle of life.
Survival of the Fittest. To prevent its extinction, strengthen nature by thinning out its weak. Honor their sacrifice, for it is not in vain.
Hunt and Gather. Partake in and provide for both nature and civilization. Become the link between the two, which are often opposed.
Honor the Hunted. Give unto those you defeat, respect and honor in battle, especially the beasts of the wild.
Find fortune in Vigilance. Be steadfast in silence and patience. All good things come to those who wait.
Seek out Thrill. Revel in whatever lights your passions. Pursue what makes life worth living, even if you must gamble your life in order to pursue it.
Channel Divinity
At 3rd Level, You gain the following Channel Divinity options:
Predator's Mark. As a Bonus Action, you can cast the Hunter's Mark spell at 1st Level, without expending a spell slot. When you cast the Hunter's Mark spell in this way, you can make one weapon attack against your target as part of the same action. Additionally, once per turn, a creature marked by this version of Hunter's Mark is dealt an additional 2d6 damage when hit by your weapon attack, instead of 1d6.
Blessed Instincts. As a Bonus Action, you can enter a state of focus for 1 hour. For the duration, you can add your Charisma modifier as a bonus to the attack roll of one weapon attack you make on your turns. You also add this bonus to your Athletics, Stealth, Perception, and Survival checks. Additionally, for the duration, you make concentration checks with advantage.
Oath Spells
At 3rd Level, You gain oath spells at the paladin levels listed in the Oath of the Hunt Spells table below.
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
Hunter's Mark, Zephyr Strike |
|
5th |
Misty Step, Pass without Trace |
|
9th |
Haste, Plant Growth |
|
13th |
Find Greater Steed, Greater Invisibility |
|
17th |
Conjure Volley, Swift Quiver |
Quarry's Bane
At 7th Level, You develop many hunting techniques, making you a quarry's bane. You gain the following benefits:
Adept Marksman. You master the ways of ranged combat. If you don't already know it, you learn one of the following fighting styles: Archery or Thrown Weapon Fighting.
Relentless Pursuit. No prey can escape from your pursuing strikes. When you see a creature within 60 ft. of you either move at least 5 ft. or attempt to teleport, you can use a reaction to make an Opportunity Attack against the creature. This Opportunity Attack can be made with a thrown or ranged weapon attack. At 18th Paladin Level, this range expands to 120 ft. Additionally, your Opportunity Attacks ignore the Disengage Action.
Soaring Smite. Your smites can soar like the flight of arrows against those of whom you track and hunt. If a creature is marked by your Hunter's Mark, any creature of your choice within 30 ft. of it is treated as though it is also marked by that spell. At 18th Paladin Level, this range expands to 60 ft. If you hit a creature marked by your Hunter's Mark with a thrown or ranged weapon attack, the attack can deliver a "Divine Smite" against that creature, despite not being a melee attack. Additionally, at 11th Paladin Level, your thrown and ranged weapon attacks benefit from the "Improved Divine Smite" feature, despite not being melee attacks.
Predator's Dominance
At 15th Level, You become, through your dominating nature, an apex predator. Once per turn, if you hit a creature with a weapon attack, it suffers from the following effects until the end of your next turn:
- Its movement speed becomes 0 and it cannot teleport.
- Its attack rolls against you are made with disadvantage.
- If it subjects you to an effect that causes you to make a saving throw, you make it with advantage. If the creature's effect inflicts half damage upon a successful save, you are immune to the effect's damage upon succeeding against it.
- If the creature is also marked by your Hunter's Mark, all attack rolls made against it are made with advantage.
This feature can be used up to an amount of times per long rest equal to your Charisma modifier.
Supreme Sagittarius
At 20th Level, Once per long rest, You can assume the form of a magestic hunter. Using your Action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You have Blindsight out to 120 ft. of you.
- Wings sprout from your back and grant you a flying speed of 60 ft.
- Any radiant damage dealt by your thrown or ranged weapon attacks is maximized.
- When you cast the Hunter's Mark spell, it does not require concentration to maintain. However, you cannot cast Hunter's Mark again for the duration. Additionally, once on each of your turns, if you take any Action, you can make one additional weapon attack against a creature marked by your Hunter's Mark as a part of the same action, provided it is within range.
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