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Paladin: Oath of the Hunt - A Survivalist Paladin Subclass for D&D 5e

The Hunt Has Begun!


In a world where magic was broken and civilization fell, mankind now has to resort to good ol' hunting to survive, and these paladins are experts at just that!


Their 7th level ability isn't quite an aura since, but an improved hunting sight, which has a range increase at 18th level. Although calling it aura of detection could have been fine but would require changing the phrasing of the ability quite a bit.


The capstone ability is the only thing I'm not 100% sold on flavor-wise. I might rework it later, or if you have suggestions I'm all ears!


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OATH OF THE HUNT


When the wilds became dangerous, they rose as the apex predator. Calm and collected warriors, paladins of the Oath of the Hunt are found in the many tribes that inhabit the various forests of the world. Even in the harshest conditions, they find food for their settlements, and protect them from the monsters of the world. They move unseen, unhindering in the wilds, closing down on their target, before delivering the final blow.


Tenets of the Hunt

Respect. You shall only take lives with a purpose. Killing is not something to be done lightly. Respect your preys and honor their death.

Dedication. Hunting a single prey can take multiple days of hardship. You shall not falter until your goal is fulfilled.

Responsibility. Many rely on your talent to be fed, clothed and to survive. No matter the circumstances, do not fail them.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of the Hunt Spells

Paladin Level

Spells

3

Hunter’s Mark, Longstrider

5

Locate Animals or Plants, Pass Without Trace

9

Haste, Nondetection

13

Faithful Hound, Freedom of Movement

17

Commune with Nature, Tree Stride


Channel Divinity


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


Hunt the Prey. As a bonus action you can call upon the divine hunt. You mark a creature as the prey of your hunt, creating a temporary bond between you and your target. For 1 minute the target is marked. As part of casting this channel divinity, and on subsequent turns as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.

Blessing of the Hunt. You use your channel divinity to enhance your senses and find your prey, no matter where it’s hiding. For 1 hour you can add your Charisma modifier to any Perception, Survival or Stealth check that you make.


Sharpened Senses


At level 7, You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, within that range, no creature can hide from you, invisible or not.


At level 18, this range increases to 30 feet.

Find Weakness


At 15th level, you have learned to read your preys to find any flaws they might posses. When you deal damage to a creature, you learn any damage resistances, immunities or vulnerabilities that it might possess.


In addition whenever you use your Hunt the Prey channel divinity, you can make a single weapon attack against the marked target when you reappear, as part of the same bonus action.


Perfect Hunter


At level 20, you are the embodiment of the primal hunt. None can get in the way of your catch. You activate the power of the true hunter as a bonus action. For 1 minute, you gain the following benefits:

  • You cannot have disadvantage on attack rolls.

  • You cannot be grappled, restrained or paralyzed.

  • Your weapon attacks deal an additional 1d8 slashing damage.

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



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