Base Class: Paladin
Tenets of the Hunt:
Kill the monster, burn the cult: Seek and Destroy the monsters that seek to feast on the woes of Mortals, and end the lives of their mortal followers.
Defy the dark ones: Evil persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from the histories.
Be ever prepared: Your enemy never rests, but you must never be unable to answer the call. Keep your body Strong , and your will Unbreakable.
No Mercy for the wicked: Your enemies lack empathy and mercy. Have none and show them none.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Hunt Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Hunt Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Longstrider, Faerie Fire |
| 5th | Misty Step, Hold Person |
| 9th | Counterspell, Haste |
| 13th | Locate Creature, Dimension Door |
| 17th | Hold Monster, Scrying |
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.
Titan Slayer's Smite. You can use your channel divinity to deliver an earth shattering blow. Whenever you hit a creature with a melee attack, you may use channel divinity to use your Divine Smite feature without using a spell slot. The level of the smite equals your highest level spell slot plus one (maximum: 5th level), but there is no limit to the number of d8's that may be rolled for damage.
Wind-backed Chase. You can use your channel divinity to grant you and allies the speed of the wind in order to chase down your target(s). Choose any number of creatures within 30 ft. of you. For 10 minutes, you and any chosen creatures have their base movement speed(s) increased by 10 ft. and ignore the effects of non-magical difficult terrain.
Aura of the Hunter
Starting at 7th level, you constantly emanate an aura of vigor while you’re conscious. The aura extends 10 feet from you in every direction, but not through total cover.
While you are conscious, you and all friendly creatures that start their turn within 10 ft of you increase their base movement speed(s) by 10 ft. Additionally, you and friendly creatures within the aura have advantage on Wisdom and Intelligence (Perception and Investigation) checks related to tracking creatures.
At 18th level, the range of this aura increases to 30 feet.
Blood Rage
Starting at 15th level, those who strike you fuel your hunger for the hunt. Whenever a creature hits you with an attack or a spell (including AOE spells) you reduce the damage by your Charisma modifier (minimum of 1), if you are not incapacitated. You can then use your reaction to make a single melee attack against the creature that attacked you. You have advantage on the attack roll if the creature doesn't have all its hit points.
Titan Hunter
At 20th level, you can spend an action to become your own kind of monster. You gain the following benefits for 1 minute:
- You and all your equipment increase in size. You can increase your size category by one or two (max size: Huge).
- Your strength score becomes 28.
- You cannot be paralyzed, stunned, or charmed
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/14/2021 4:45:15 PM
|
17
|
1
|
--
|
Coming Soon
|
Comments