Base Class: Paladin
The Oath of the Hunt is a vow paladins take when they commit themselves to the thrill of the chase, the glory of the kill, the primal excitement of the hunt. They tend to be more practically minded than other paladins, thrill seeking bounty hunters, feral warriors, or even holding positions of nobility in courts or as lawmen in governmental branches, using their abilities to keep the dangers of the world at bay, and their quarry in their sights, tallying every mark they take down.
Tenets of the Hunt
Hide and we will find you, breathe and we will hear you, following your scent. Take the time to survey and study your prey, so that you may know its every move.
Run and we will thank you for extending the chase, snapping at your heels. Once the hunt begins, be relentless, leave them no margin for error, and enjoy it.
And then, we will kill you, and together we will feast. Work in tandem with your allies, so that you may share in the spoils of the hunt and the glory of the kill.
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.
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Paladin Level |
Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Hunter's Sense
Beginning when you first choose this oath at 3rd level, you can learn your foes’ weaknesses as you fight them. Whenever you damage a creature with a Paladin spell or with your Divine Smite feature, you immediately learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Channel Divinity
Beginning when you first choose this oath at 3rd level, you gain the two following Channel Divinity options:
Hunting Hound. As an Action, you can call upon a hound, summoning it in an unoccupied space within 10 feet of you, using your Channel Divinity. It uses the Hunting Hound stat block listed at the end of the document, although you determine the hounds appearance when you summon it. The hound uses some of your game statistics when determining its own, listed in its stat block. It remains summoned for 10 minutes, after which time it vanishes. You can have one hound summoned at a time.
In combat, the hound acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you verbally command it to take another action on your turn (no action required). That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the hound to take the Attack action. If you are incapacitated, the hound can take any action of its choice, not just Dodge.
Trained Senses. You can use your Channel Divinity to augment your senses with divine power. As a bonus action, you grant yourself a +5 bonus to Wisdom (Perception) checks and to Wisdom (Survival) checks for the next hour.
HUNTING HOUND
Medium beast
Armor Class 11 + PB (natural armor)
Hit Points your Charisma modifier + three times your paladin level
Speed 40 ft.
Saving Throws Con +2 plus PB
Skills Stealth +2 plus PB, Perception +1 plus PB
Condition Immunities exhaustion
Senses darkvision 15 ft., passive Perception 10 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Keen Senses. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Hounding Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB magical piercing damage.
Relentless Pursuit
Starting at 7th level, each time you or one of your hounds hits another creature with an attack, you can reduce that creature's speed by 5 feet until the start of your next turn, to a minimum of 10 feet. Furthermore, your hounds have advantage on attack rolls against creatures whose speed is reduced or at 0.
Lead the Pack
At 15th level, each of your Channel Divinity options gain the following improved benefits:
Hunting Hound. You can summon a second hound when you use this feature, which follows the same rules as the first hound. Additionally, you can have any paladin spell you cast on yourself that can only target one creature at its current level also target any of your summoned hounds.
Trained Senses. While under the effects of this feature, you know the exact location of any creatures within 60 feet of you, regardless of whether they're hidden from you.
Emissary of the Hunt
By the time you’ve reached 20th level, as an Action, you become an avatar of the hunt. For 10 minutes, you gain the following benefits:
- Your weapon attacks, and those of your hounds, can't miss.
- Each of your hounds can attack twice when they take the Attack action on their turn.
- Whenever you make an ability check made to find or track a creature, or to recall or assume more information about them, you automatically succeed.
You can use this feature once, regaining the ability to use it again when you finish a long rest.
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