Base Class: Paladin
The Oath of Culling calls to paladins who seek to slay monstrosities and gain knowledge to use against them. These paladins tend to stay with ranger enclaves, or stick with blood hunters. They must stay vigilant and paranoid for monstrosities lurk at every corner, some even take this as far to hunt packs of bandits. To some it is sport, to others it is a lifestyle. Those who swear this oath tend to follow the goddess of the hunt Artemis, or follow under other specific pantheons.
Some of these paladins go so far as to take up arms with the insatiable abyssal creature of the hunt, Yeenoghu.
Tenets of the Culling:
The tenets of the culling drive a paladin to slay creatures to satiate balance or bloodlust.
Death must Come. A creature hunted by these paladins must be slain. Give them no time to breath or recover. Honor is not what you strive to achieve.
Waste not. Never waste the remains of a kill. Use it to the fullest. Whether man or beast.
Stay Low. The drop on a creature is important. A tactician’s approach is the best. Never strive to make your presence known on a hunt.
Discipline the Mind. Emotions fuel the weapon. Save your emotions for other times. Keep a cold heart when the hunt is active.
Hesitate none. Hesitation is a sign of failure and weakness. Confirm your strikes. More blood is spilled in hesitation.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Culling Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Culling Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | entangle, hunter’s mark |
| 5th | earthbind, locate animals or plants |
| 9th | nondetection, wind wall |
| 13th | fire shield, stoneskin |
| 17th | hold monster, wall of force |
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.
Defense Breach. You can use your Channel Divinity to grant you a insight to the enemies defenses, and how to get through them. As an action, you can target a number of creatures equal to your charisma modifier within 60 feet of you, that you can see, to make a Constitution saving throw. On a failed save, you break into the enemies defenses, ignoring the creatures resistance for the paladin’s attacks, for 1 minute. If the creature is immune, you treat the immunity as if it was resistance.
Mauler. You can use your Channel Divinity to grant you strength against the beasts and brutes. As an bonus action, you can imbue your weapon with the power of the hunt. For 1+(a number of minutes equal to your charisma modifier), you can add your proficiency bonus to the damage of your attacks against beasts, monstrosities, giants, aberrations, and dragons. Any shapechangers hit by your weapon attacks must make a Wisdom saving throw, or revert back to their original form on a failed save.
Aura of the Hunt
Starting at 7th level, you constantly emanate a sense of paranoia and caution, while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You are able to add your charisma modifier to your Wisdom ability checks, Intelligence (nature) checks, and Dexterity (stealth) checks. You and allies within the aura gain 60 feet of darkvison, if you or your allies already have darkvision, it extends by another 60ft. This darkvison can see through magical darkness.
At 18th level, the range of this aura increases to 30 feet.
Monstrous Adaptation
Starting at 15th level, you become one of your deity’s monsters. Your gain 10ft of walking speed, as well as a climbing speed and swimming speed. Your divine smite now deals the 1d8 extra damage to all creatures (instead of just undead or fiends).
Tempered Hunter
At 20th level, you can temporarily become a lord of the hunt, which gives you the following benefits for 1 minute:
- Attacks cannot benefit from advantage against you, as well as cannot suffer from disadvantage while in this state.
- You and any allied creatures within 30ft of you become immune to the charmed condition while under this effect.
- Your melee attacks crit on a 19-20 on the d20. Once per turn, whenever you hit a creature with a melee attack in this state, they suffer the effects of wrathful smite.
Once you use this feature, you can’t use it again until you finish a long rest.
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