Paladin
Base Class: Paladin

The Oath of the Hunter beckons to paladins who dedicate themselves to the eternal battle against the forces of darkness that lurk in the shadows. These paladins are the vigilant guardians of humanity, sworn to protect the innocent from the malevolent creatures that haunt the night.

Driven by a relentless pursuit of justice, they track down vampires, werewolves, demons, and other supernatural beings that threaten the safety of the realm. Known as monster hunters or night stalkers, those who swear this oath are solitary warriors who walk the thin line between the mundane and the supernatural.

Some of these paladins forge uneasy alliances with enigmatic entities, drawing upon forbidden knowledge and ancient rituals to gain an edge in their crusade. However, they remain ever vigilant against the temptations of darkness, knowing that the path to victory may lead perilously close to damnation.

These hunters adorn their armor with protective runes and symbols of warding, symbols that serve as a beacon of hope in the darkest of nights. While their methods may be unconventional and their allies unconventional, they are steadfast in their commitment to vanquishing evil wherever it may dwell. Yet, they must constantly wrestle with the moral complexities of their quest, knowing that in their pursuit of monsters, they may themselves become the very thing they hunt.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

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.

Sanctuary Ward. As an action, you can use your Channel Divinity to consecrate an area, turning it into a sanctuary protected by the divine power of your oath. Choose a point within 30 feet of you that you can see. For the next hour, a 30-foot radius centered on that point becomes sanctified ground. Within this area, creatures friendly to you gain advantage on saving throws against being charmed or frightened, and they cannot be possessed by fiends or undead against their will. This area of sanctity persists until you use it again, or reach 0hp

Master of Destiny. When you take this subclass, you have a Destiny of 5. On failing 3 death saves, you can invoke Master of Destiny and attempt to rise back from the dead with half your hit points, and your level 1 spell slots refilled. to do so, you must roll 1d20, with a DC of your Destiny. Each time you ressurect in this way, your Destiny increases by 1. On a failed save, you soul is damned to hell, and you cannot be ressurected.

Mark of Protection

Starting at 7th level, you gain the ability to inscribe protective runes upon yourself or an ally, granting resistance against supernatural forces. As an action, you can touch yourself or another willing creature and inscribe a mystical ward upon their skin. For the next 8 hours, the target gains resistance to damage from aberrations, celestials, elementals, fey, fiends, and undead. you can do this once per long rest.

Additionally, once per long rest, when you or the marked creature would fail a saving throw against a spell or ability used by an aberration, celestial, elemental, fey, fiend, or undead, you can use your reaction to reroll the saving throw, potentially turning the effects of the supernatural assailment aside.

Relentless Pursuit

Starting at 15th level, your dedication to hunting down supernatural threats allows you to traverse the boundaries between the material and ethereal planes with ease. As an action, you can channel your divine energy to enter a heightened state of awareness, gaining the ability to perceive and interact with creatures on the ethereal plane for 1 minute.

While in this state, you can see into the Ethereal Plane up to 60 feet away, and creatures that are ethereal or have the ability to shift between the Material and Ethereal Planes cannot hide from you. Additionally, you can use your action to make a melee or ranged attack against an ethereal creature within range, regardless of whether it is on the Material or Ethereal Plane.

While in this state, you can use an action to shift yourself from the material to ethereal plane, and vice versa

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

Avatar of The Hunter

At 20th level, you become an embodiment of the relentless pursuit of the supernatural. Your connection to the divine and your mastery over the forces of darkness reach their peak, granting you unparalleled abilities in your quest to protect the innocent and vanquish evil.

  • Supernatural Awareness: You gain an innate sense of the presence of supernatural creatures within 1 mile of you. You can pinpoint their locations and discern their nature (aberration, celestial, elemental, fey, fiend, or undead) without the need for any magical assistance.

  • Eternal Vigilance: You no longer require rest to maintain your physical and mental well-being. You no longer need to eat, drink, or sleep, and you are immune to exhaustion. Additionally, you are immune to being magically put to sleep.

  • Divine Judgment: As an action, you can call upon the divine power granted to you by your oath to unleash a wave of radiant energy in a 30-foot radius around you. Each creature of your choice within this radius must make a Constitution saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. This damage ignores resistance and immunity. Once you use this feature, you can't use it again until you finish a long rest.

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