Paladin
Base Class: Paladin

Saving people, Killing things. 

 

This is an Oath to hunt any supernatural creature that poses a threat to human life.

Oath Spells

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

Oath of Conquest Spells

Paladin Level Spells
3rd detect magicHunter's mark
5th magic weapon, [Tooltip Not Found]
9th magic circle, [spell]dispell magic[/spell]
13th

death wardbanishment

17th reincarnatedominate monster

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.

Divine Presence. You can use your Channel Divinity to immit a bright divine light from your body and eyes. Your shadow in this light appears to have large feathered wings. 

As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Infernal creatures have disadvantage on this saving throw.

Unescapable Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Relentless Hunter

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Invincible Hunter

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, 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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