Paladin
Base Class: Paladin

TENETS of SAFETY

The Oath of the Monster Slayer binds a paladin to take the fight monsters who threaten the greater populous. More often then not, these are men and women who are hardly seen but insure the safety of others from monsters and supernatural forces that pose a threat to their livelihood. More often then not, you will be working behind the senses. More often then not, you will receive gratitude from those you safe on a personal level rather then be celebrated as a national hero.

TENETS OF SAFETY

Though the exact words and strictures of the Oath of the Monster Hunter vary, paladins of this oath share these tenets.

Answer the Call. Cannot ignore a cry of someone in danger, especially if a monster is the attacker.

Find the True Monsters. Must stop those who deliberately put innocents in danger.

Symbol of Safety. Must help others feel safe while you are around them. Assure that you will be there when they need you.

Reliable Ally. Must never leave a friend or ally to die if you have the chance to safe them.

 

 

Chosen Prey

You can choose two different types of monsters instead of undead and fiends (or you can choose to keep one or both. You add additional damage to those monsters instead. 

Examples of your chosen prey can be (but not exclusive to) Oozes and Dragons or Monstrosities and Constructs. There might be some controversy as to which prey you can choose within your world, such as one of your prey being humanoids. Work with your DM at make sure he or she is fine with which prey you choose.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Stoic Defense. As an action, you can imbue a creature you can touch with positive energy, using your Channel Divinity. For 1 minute,that creature becomes resistant to piercing, slashing and bludgeoning damage

You can end this effect on your turn as part of any other action.If the creature falls unconscious, or if you fall unconscious, this effect ends.

Lure Prey. As a bonus action, you can present your holy symbol and speak a to prayer censuring your chosen pray, using your Channel Divinity. Each chosen pray that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute, the symbol is destroyed or until lured creatures takes damage, perceiving the symbol as the one thing it wants most. As an Action, you can throw your symbol 20/60 ft.

A turned creature must spend its turns trying to retrieve or eat the symbol. It also can’t take reactions. For its action, it can use only the Dash action, sit and admire the symbol as if it was [action]Stunned[action] or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Monster Hunter Spells

Aura of Awareness

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be Stunned while you are conscious.

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

Unforgiving Hunter

Beginning at 15th level, you can use your Reaction to use a melee or ranged attack against creatures lured by your holy symbol, incapacitatedor stunned.

The Hunter's Element

At 20th level, as an action, you can emanate an aura of magical darkness. For 1 minute, magical darkness emanates from you in a 45-foot radius, and you gain blind sense for equal distance but can't see beyond that. If you touch an ally that is in this magical darkness, you can give them 10 ft. blind sense.

 You can make opportunity attacks against monsters that come within range that can't see you but they can't make opportunity attacks if you or your allies with blind sense move out of their melee range.

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

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