Oath of the Hunt
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. Abstain from drink, and gluttony. 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.
Paladin Level |
Spells |
3rd |
Hunters mark, Faerie fire |
5th |
See invisibility, Hold person |
9th |
Nondetection , Silence |
13th |
Locate creature, Elemental bane |
17th |
Hold monster, Scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hunt's End: As an action, you can imbue one weapon that you are holding with your conviction, using your Channel Divinity. For 1 minute, when you hit a creature with a melee weapon attack, you deal additonal psychic damage equal to your Charisma modifier (with a minimum bonus of +1). If the target is an aberration, fiend, undead, or monstrosity, the psychic damage is doubled.
Purifying Flames: You can use your Channel Divinity to imbue a target with purifying flame that does not burn them. As an action, you fill one creature that you can see within 60 feet of you with divine fire, and any creatures that are inside the target's body or possessing the target take fire damage equal to twice your paladin level.
Beacon of cleansing
Beginning at 7th level, whenever you or a friendly creature within 10 feet of you is under the effects of a spell or other effect that allows it to repeat a saving throw at the end of each of its turns, it can repeat the saving throw at the start of its turn instead, possibly ending the effect early. At 18th level, the range of this aura increases to 30 feet.
Iron Will
You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition.
Purge the Heretics
At 20th level, the weight of all you have seen and done can be channeled into pure fury. As an action, you can can enter into an enhanced state for 1 minute. During this time your speed increases by 10 feet, you have resistance against damage caused by spells and spell-like abilities. Additionally, while in this state, you radiate an aura of menace while you're not incapacitated. The aura extends 30 feet from you in every direction, but not through total cover. Hostile creatures within the aura can't regain hit points, and lose resistance to physical damage types.
Once you use this feature, you can't do so again until you finish a long rest.