Paladin
Base Class: Paladin

Paladins who swear the Oath of the Hunt dedicate themselves to the primal aspects of survival and community. They are providers, protectors, and stewards of their tribe or community, ensuring the well-being of its members. These paladins draw strength from the bounties of the hunt and the natural world, fostering a connection to the land that sustains them.

TENETS OF THE WATCHERS

A paladin who assumes the Oath of the Hunt swears to safeguard those that rely on them an provide the necessities they need.

Provision. The hunt is my sacred duty, a vow to provide for my community. I promise to ensure that all members have access to sustenance, shelter, and the necessities of life.

Guardianship. My community's safety and well-being are my top priorities. I pledge to be a steadfast protector, standing against any threat that might jeopardize the harmony and security of the tribe.

Stewardship . I am a steward of the land. I vow to live in harmony with the natural world, taking only what I need and ensuring that the environment remains bountiful for future generations.

Hunter's Talents

3rd-level Oath of the Hunt feature

You gain access to the ranger spell list as well as the paladin spell list when you are choosing spells to learn from levelling in this class. Additionally, you gain proficiency in survival and all ranged weapons and can use your Divine Smite Feature and smite spells (such as branding smite) with your ranged attacks.

Channel Divinity

3rd-level Oath of the Hunt feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Leader of the Pack. You can use your Channel Divinity to invoke a guiding to command to lead your allies to victory. As an action your can allow yourself and any ally within 30 feet of you to be able to reroll any one ability, check attack roll or saving throw they make within the next minute and use either roll.

Beast Tamer. You can use your Channel Divinity to utter ancient words that are hypnotising to animals. As an action, you present your holy symbol, and each beast within 30 feet of you that can hear you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you for 1 minute or until it takes damage.

Aura of the Hunter

7th-level Oath of the Hunt feature

Your capabilities are strong enough to the point they magically bleed into your allies while you aren't incapacitated. You and any creatures of your choice within 10 feet of you can add your Charisma modifier to their Dexterity (Stealth), Intelligence (Nature) and Wisdom (Survival) checks.

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

Paladin's Providance

15th-level Oath of the Hunt feature

You can spend a minute performing a small prayer or recital of your vow to bless a meal. An amount of creature up to your Charisma modifier can then consume the meal to gain temporary hit points equal to your paladin level and whilst these hit points last they have advantage on all attack rolls and saving throws. The meal doesn't need to be fancy but does need to be enough to satiate the creatures consuming it (for example a set of rations is a days worth of food for a person and people tend to have 3 meals a day, therefore one set of rations would be enough for 3 people to consume to receive a blessing). The blessing lasts on the food for one hour and consuming the food should take at least 1 minute.

Once you have used this feature you cannot do so again until after a short or long rest.

Apex Predator

20th-level Oath of the Hunt feature

You channel the blessings of the land to help you hunt down your prey perfectly. You can transform temporarily; appearance shifts to match that of the terrain around you, your skin and armor might begin to grow grass in a field or shift to resemble stonework inside a castle. As a bonus action, you gain the following benefits for 1 minute:

  • You can take the hide action even when you are not obscured.
  • You can use your bonus action to take aim at a creature to gain advantage on your next attack against it.
  • You score a critical hit when you roll a 19 on your attack rolls.
  • When you see a creature you can use your bonus action to identify its current hit points, its hit point maximum, its AC and what resistances, immunities or vulnerabilities it has to any damage types.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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