Base Class: Paladin
Paladins of the Oath of Relentlessness are tireless hunters who seek to bring justice to their foes. Above all else, these Paladins value their skill and accuracy. Many who swear this oath are followers of gods of the hunt or war, while others are inspired by great heroes or explorers.
These paladins share the following tenets:
- Strike true and cunning.
- Do not relent against the greatest odds.
- Protect those who follow your hunt.
Level 3: Oath of Relentlessness Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Relentlessness Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Guiding Bolt, Hunter's Mark |
| 5 | Cordon of Arrows, Pass without Trace |
| 9 | Conjure Barrage, Lightning Arrow |
| 13 | Freedom of Movement, Greater Invisibility |
| 17 | Conjure Volley, Swift Quiver |
Level 3: Conjure Ammunition
As a bonus action, you can expend one use of Channel Divinity to create an amount of arrows or bolts equal to your charisma modifier. When you make an attack roll with one of these pieces of ammunition, you can add your charisma modifier to that attack roll and when that attack hits you can cause it to deal its normal damage or Radiant damage. Additionally, once per turn, you can force a creature you hit with this ammunition to make a constitution saving throw against your spell save DC or be blinded until the start of your next turn.
The ammunition vanishes after 1 minute or the instant after it hits or misses a target.
Level 3: Divine Archery
You have learned to use your divine magic with ranged weapons. You gain the following benefits.
Smiting Arrows. If a Paladin spell requires you to cast it as a bonus immediatly after hitting a creature with a melee weapon or unarmed strike, that attack can also be a ranged weapon attack. When you reach Paladin level 11, you can use Radiant Strikes with ranged weapon attacks.
Guiding shots. When you take the attack action, you can forgo one attack you make as a part of that action to cast Guiding Bolt. You can also cast Guiding Bolt without expending a spell slot. When you cast it in this way, you can use a ranged weaon as a spellcasting focus and it counts as a ranged weapon attack instead of a ranged spell attack. You can cast it in that way a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7: Aura of Accuracy
When you end your turn and haven't moved during that turn, you and your allies have advantage on ranged attack rolls while in your Aura of Protection until the end of your next turn.
Level 15: Radiant Reposition
When you take damage, you can take a reaction to teleport to a point you can see within 60 feet of yourself. Creatures of your choice within 10 feet of the space you left must succeed on a Dexterity saving throw against your spell save DC or take 4d10 Radiant damage, or half as much on a successful save.
Once you use this feature, you can't do so again until you finish a short or long rest.
Level 20: Unerring Hunter
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Unerring Shot. Once per turn when you miss a creature within the Aura with a ranged attack roll, you can choose to hit instead.
Heavenly Volley. Once per turn when you hit a target with a Guiding Bolt, you can make a ranged weapon attack against every other creature of your choice within 10 feet of the initial target.
Ever-Ready Shot. When you start your turn, you can create a piece of ammunition that has the same properties as the ammunition created by your Conjure Ammunition feature. It dissapears at the end of your turn.
Previous Versions
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