Paladin
Base Class: Paladin

The Oath of the Hunt is the hammering pulse of adrenaline, the straining of muscles, the jubilant roar of victory. Paladins who devote themselves to this oath have sworn a promise to the universe to never turn their back on a fight and always seek a stronger foe. Those who follow this path often meet an untimely demise, though their legacies are praised in epic tales for generations to come. Their true purpose in life is the thrill of the chase and hard-won battles fought side by side with their comrades in arms.

These paladins, known as Huntsmasters, are not foolhardy. They know the value of studying one’s quarry and will spend weeks, or even months preparing for a large fight. Only the greatest of foes will bring them joy. Dragons, Krakens, the mythical Tarrasque - no prey is too large, too ferocious, or too endangered.

Channel Divinity

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

Target Weakness. You can use your Channel Divinity to pinpoint a weak spot on an enemy. As you attack an enemy you can channel your divinity to cause a distraction, revealing a weakness to your allies. The next time an ally of yours hits the creature with an attack, the creature has vulnerability to all of that attack’s damage, and then covers up their weakness.

Standfast. You can use your Channel Divinity to move up to half your walking speed as a reaction. Until the start of your next turn you raise your shield and create a blockade which counts as three quarters cover for yourself and anyone in a 15 foot cone behind you, at the DM's discretion. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Hunt Spells

Aura of The Chase

Starting at 7th level, you and any friendly creatures that starts their turn within 10 feet of you are unaffected by difficult terrain while you are not incapacitated. This effect persists until the end of each player’s turn. 

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

Thrill of the Hunt

Beginning at 15th level, when you hit a target you mark them. You can only have one mark at a time. Every fourth attack, from any source, that lands on the target causes it to make a constitution saving throw against your paladin spell save DC. If they fail, they are stunned for one round.

If the target has already failed the save in the last 3 rounds then they instead take an extra 1d10 damage on every fourth attack.

Indomitable Spirit

At 20th level, you gain the ability to truly contend with the greatest of beasts. As an action, you can magically become an avatar of domination, gaining the following benefits for 1 minute:

You can grapple a creature of any size.

You gain resistance to any non-magical bludgeoning, piercing and slashing damage.

Your shield becomes a battering ram, dealing an extra 1d6 bludgeoning damage on every hit. This bonus also allows you to break any non-magical object as an action.

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

Previous Versions

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7/30/2021 8:28:54 PM
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