Paladin - Oath of The Righteous Hunt

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Oath of the Righteous Hunt

Paladins who pledge allegiance to the Oath of the


Righteous Hunt are devoted to protecting their land and
their people from perilous threats that no other can face.
Armed with martial prowess and unwavering faith they
never falter. Perhaps they are hunting one of the
unleashed Plagues, or perhaps a mage drunk on power on
the loose. Thus these paladins have developed technique
to track down and hunt all who stray.

Some paladins take their oath too far, and lead the charge
for zealous witch hunts without any evidence to back their
claims; simply for the thrill of the hunt. These soldiers who
stray from the path are punished with righteous might.
The hunter becomes the hunted.

Beware the beast within.

Tenets of the Righteous Hunt Detect Weakness. You can use your channel divinity
to read your foes weakness. As a bonus action you
A paladin who assumes the Oath of the Righteous Hunt present your holy symbol, and point to a creature
swears to defend mortals from heretical monsters. within 60 feet of you. You learn the following attributes
Chase: The threats you hunt are powerful and cunning, about the target: Damage Vulnerabilities, Damage
never loose your prey. Resistances, Damage Immunities, and Condition
Efficiency: The longer a hunt is, the more time your Immunities. In addition, for 1 minute, whenever that
prey has to come out on top. Be swift, be silent, be deadly. creature attacks a creature other than you, you can use
Protection: The reason you hunt is so others don’t your reaction to make one melee attack against it.
have to. Keep your comrades safe, always.
Aura of the Hunt
Oath Spells
At 7th level, you constantly emanate a staggering aura
You gain oath spells at the paladin levels listed. while you’re not incapacitated. The aura extends 10 feet
from you in every direction, but not through total cover.
Oath of the Righteous Hunt Spells Enemies that enter your aura for the first time on a turn
Paladin Level Spells or start their turn there must make a Wisdom saving
throw. On a failed save, the creature is drawn to you,
3rd hunter’s mark, faerie fire
compelled by your divine power. It cannot move further
5th pass without a trace, enhance ability away than 10 feet from you or use teleportation spells or
9th clairvoyance, magic circle effects. While affected by this aura, an enemy that tries to
13th arcane eye, locate creature attack a creature other than you takes radiant damage
equal to half your paladin level.
17th hallow, scrying
At 18th level, the range of this aura increases to 30 feet.

Channel divinity Hunter's Eyes


When you take this oath at 3rd level, you gain the At 15th level, your tracking capabilities are flawless. You
following two Channel Divinity options. gain truesight out to 60 feet and blindsight out to 10 feet.
Track the Prey. You can use your channel divinity to
track down your foes. As an action, you present your Apex Predator
holy symbol. You then envision a creature you’ve
Starting at level 20, your talent is honed to perfection. As
damaged before, or present a body part of it, lock of
an action, you can magically become an avatar of the hunt,
hair, bit of nail, or the like. For the next hour you sense
gaining the following benefits for 1 minute:
the direction to the creature's location, as long as that
creature is on the same plane of existence as you. If the You can use a bonus action to teleport behind any
creature is moving, you know the direction of its creature that you can see within 120 feet of you and
movement. A creature hidden behind 1 inch of lead or make one melee weapon attack agains them.
more is undetectable. Your melee weapon attacks score a critical hit on a roll
of 19 or 20 on the d20.
Damage you deal to creatures ignores resistances, and
treats immunity as resistance.
Art by Dean Spencer
Once you use this feature, you can’t use it again until
you finish a long rest.

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