Paladin
Base Class: Paladin

The Oath of the Pack is an oath of loyalty above all else. Usually hailing from the colder and more wild regions, paladins of the pack embody the many positive aspects of the members of a wolf pack. They are fiercely loyal to their family, and tend to adopt adventuring parties that align with their personal values. They typically adorn their armor with the fur of creatures killed in a hunt. Since loyalty has no particular alignment, folk tend to have mixed feelings about paladins of the pack. Their oath grants the paladin abilities meant to support their party above all else.

Tenets of the Pack

  • Loyalty: If you can't be relied upon to back support the pack, you aren't doing your job.
  • Stalwart defender: While you may be capable of destroying your enemies, protecting your squishier comrades is the priority.
  • The pack survives: The only way to survive is through cooperation. Foster harmony within, and the pack will become stronger than the sum of its parts.
  • Lead from behind: Every member has something to contribute. The greatest leaders simply enable others to demonstrate their strengths.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Pack Spells
Paladin Level Spells

3rd

guiding bolt, speak with animals

5th

hold person, pass without trace

9th

slow, spirit guardians

13th

polymorph, ice storm

17th

mass cure wounds, greater restoration

Channel Divinity

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

Inspiring Strikes. As an action, you let out a call to your pack. This can take the form of a howl, warcry, or short phrase. Choose up to 6 creatures that can hear you. If any of the creatures is under an effect that has them roll a saving throw to end the effect at the end of their turn, they can make the roll at the beginning of their turn instead and add a bonus equal to your Charisma modifier to their roll. In addition, the first creature that each target damages on their next turn takes additional radiant damage equal to your Charisma modifier (minimum of 1).

One for the Team. As a reaction, when one or more creatures within 30 feet of you are targeted by a damaging attack or spell that requires a Dexterity saving throw, you can use your channel divinity to magically materialize in any free space in front of the attack. If no free space is available, nothing happens. All targeted creatures of your choice gain advantage on their saving throws. Aura of Protection can be applied to any targets within range of the paladin after they materialize. You take the attack's full damage , and whether the targets make their saves or not, they half the damage they would normally take, i.e., a save does 1/4 damage or no damage depending on the attack, and a fail applies half damage. Any secondary effects that the attack applies, like a frightened or charmed condition, is unaffected by your intervention. If the damage would reduce you to 0 hit points but not kill you outright, you instead drop to 1 hit point.

Aura of the Predator

Starting at 7th level, you and your pack begin to take on attributes of a wolf pack. You and friendly creatures within 10 feet of you gain advantage on all Perception checks and Dexterity ability checks, including initiative.
At 18th level, the range of this aura increase to 30 feet.

Pack Defense

Starting at 15th level, you develop a tougher hide to protect yourself from damage, and you can chose one friendly creature to defend during the round. You gain a +1 bonus to your AC. As a bonus action, you can select one friendly creature within your aura to gain a +1 bonus to their AC until the start of your next turn, so long as they remain within your aura.

Phantasmal Hunt

At 20th level, as an action, you can summon a large spectral wolf for you and up to 6 allies to aid you in combat. You and your allies gain the following benefits for 1 minute as long as they are within 60 feet of you and you're not incapacitated:

  • Your wolf moves with you at all times. With the benefit of pack tactics, they grant advantage for all of your melee attack rolls.
  • Your wolf clears the way for you as you move through the battlefield. You no longer provoke opportunity attacks.
  • When a hostile creature within 60 feet of the paladin is targeted by a spell that requires a saving throw, the caster's wolf materializes in front of the creature and bites them for 1d6 magical piercing damage. The wolf's damage roll is then subtracted from their saving throw.

The spectral wolves take up no space and cannot be killed.
Once you use this feature, you can’t use it again until you finish a long rest.

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