Oath of the Witch Hunter

by Mizukami

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Oath of the Witch Hunter

The Oath of the Witch Hunter is a path with an endless purpose. Be they bounty hunters, monster slayers, or idealistic adventurers, Paladins who follow this oath seek out the evils of the world that others try to hide from or ignore.

Art 1 by: Bagus Hutomo (Artstation)
Art 2 by: Randy Vargas (Wizards of the Coast)

Subclass by: Mizukami


Tenets of the Witch Hunter

Each Witch Hunter may have their own code or beliefs, but all are determined to stand up against those who threaten a peaceful way of life. Paladins who follow this path are usually willing to do whatever it takes to achieve their goal. Most Witch Hunters tend to be Chaotic Good or Chaotic Neutral.

1 Respect: To fear your enemy will get you killed, so too will underestimating them.
2 Vigilance: Evil takes many forms, keep your eyes and mind open.
3 Purity: Beware the vices and charms that would corrupt your conviction.
4 Sacrifice: No evil can go unpunished, even if it's yourself.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Witch Hunter Spells
Paladin Level Spell
3rd bane, hunter's mark
5th hold person, spiritual weapon
9th bestow curse, speak with dead
13th banishment, elemental bane
17th hold monster, scrying

Channel Divinity

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

Destructive Wrath. You can use your Channel Divinity to wield the power of destruction with unchecked ferocity.

All fiends and undead within 30 feet of you must make a Charisma Saving Throw. They immediately take fire damage equal to half your Paladin level + your Charisma Modifier on a failed save, and half as much on a successful one.

Turn Evil. You can use your Channel Divinity to repel the forces of evil around you.

All fiends and undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Purity

Beginning at 7th level, outside forces have no place within you. You and friendly creatures within 10ft of you are always under the effects of the Protection from Good and Evil spell.

At 18th level, the range of this aura increases to 30ft.


Destructive Spellcasting

Starting at 15th level, your strong will and convictions strengthen your spells. You may add your Charisma modifier to the damage you deal with any spell or Divine Smite.


Bane of Corruption

Starting at 20th level, the forces of evil can no longer hide from you. You can use an action to magically brand yourself with a rune of the hunter and gain the following benefits for the next hour:

  • You learn the exact number and location of creatures with an evil alignment within one mile of you.

  • Your attacks made against creatures with an evil alignment are made at advantage.

  • Creatures with an evil alignment have disadvantage on Saving Throws when within your aura.

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

 

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