Paladin
Base Class: Paladin

You have heard the call of the wild hunt, the howl of thousands of hunting hounds, the thunder of hooves, you wish to soar free and sail through the air hunting along side the Einherjar. You bring the wrath of the Wild Hunt wherever you go. You hold the oath of the hunt and freedom. You also shepherd those lost and wayward souls.

TENETS OF THE WILD HUNT

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Wild Hunt, freedom is the highest calling, and a gift to be granted to all.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Call. The guidance of hunting hounds, the thunder of hooves in the sky, the howl of the wind, the fury a men in, and the ring of the war horn. The call of the wild hunt takes you everywhere you are needed to ferry souls and smite those who need it. You are never in a place by accident sometimes you just need to wait for the call.

Free as the Wind. You move with the wind, never staying in one place long, once the enemy has been vanquished or spirits its time to move on. You are a nomad whose companions are wolves and horse.

The Hunt unending. The world is filled with beasts to hunt, the bigger the hide the bigger the call. You hear distant call of the horns and hounds when something needs killing.

Channel Divinity

The Wild Hunt is the source of your divine power. You ride the winds with the einherjar as well as Odin himself, the hound's bay, the horn's call, the thunder of hooves and the howl of the winds. These are the call of the unending hunt. You can use the power and the draw of the hunt to scare enemies and assist allies. 

Fear the Hunt: As a bonus action you sound the call, your aspect become that of a ghostly warrior. All creatures that can see you must make a wisdom saving throw or be afraid. Any fiends or undead roll with disadvantage and if fiends or undead fail you can track them no matter where they go. 

Ride the Wind. As a reaction you can protect you or an allies from opportunity attacks. The winds of the Hunt buffet the weapons of the enemy protecting you from all opportunity attack as you move. You also ride the wind allowing you to ignore difficult terrain. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

zephyr strike, hunter’s mark

5th

hold person, [Tooltip Not Found]

9th

spirit guardians, conjure animals

13th

banishment, freedom of movement

17th

hold monster, freedom of the winds

None escape the Hunt

By 7th level, your supernatural focus helps you slow down your prey. When you hit a creature with an opportunity attack, whatever movement they have left is halved. If you smite on that attach you can cause the enemy to stop completely

Ill omens

Starting at 15th level, you can take an hour a day to focus on either an enemy or a group of enemies up to 10 enemies. You send the omens of the Wild Hunt to harass those enemies

Leader of the Hunt

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • A steed made of wind and thunder appears under you and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Any Spirits near by must flee or be taken by the Hunt, any enemies killed are added to the hunt and you gain their memories. 

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

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