Oath of the Dragonhunter
As evil dragons continue ravaging and pillaging the lands, guardians have been honing their divine power into physical a form, sharp and deadly enough to pierce scales. The dragonhunter specializes in viciously purging the realms of dragons and their kin, with bows in hand. As their dedication to their oath increases, they are able to physically manifest their oath to protect allies and themselves from the claws and breathe of the ancient creatures.
Tenets of the Dragonhunter
The tenets of the Oath of the Vanguard drive a paladin to unceasingly move forward to battle against threats common people cannot.
Against the odds. Let your courage rally the weary to join your cause.
Another arrow in the quiver. Your oath is the strongest arrow in your quiver, hone your skill and strike true.
Supremacy through insight. Favor in battle can often be determined by foresight and preparation.
Virtuous combat. Fight with equal ferocity but do not forget what you are fighting for, prevent as much harm to the innocent as you can.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Feather Fall, Hunter's Mark |
| 5th | Cordon of Arrows, Locate Object |
| 9th | Conjure Barrage, Protection from Energy |
| 13th | Private Sanctum, Stoneskin |
| 17th | Hold Monster, Swift Quiver |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Wing Clip
When the Paladin hits a creature with a flying speed with an attack, the Paladin can use Channel Divinity to deal extra damage to the target. The damage equals half his or her Paladin level plus their Charisma Modifier. Additionally the targets flying speed (if any) is reduced to 0 feet until the end of your next turn. An airborne creature descends at 60 feet per round until it reaches the ground.
Sense Dragonkin
You can use your Channel Divinity to hone your dragon hunting skills. As an action you can sense any dragons and/or dragon's lair within 5 miles; you learn their number, type and the general direction and distance. Additionally for the next hour you have advantage on Survival checks and resistance to your choice of Acid, Cold, Fire, Lightning or Poison damage.
Aura of the Wyrm
Starting at 7th level, when you and friendly creatures within 10 feet take Acid, Cold, Fire, Lightning or Poison damage reduce the damage by half your Paladin level (rounded down). At 18th level, the range of this aura increases to 30 feet.
Radiant Strike
Beginning at 15th level when you make a ranged attack, you can forgo making an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 5 feet wide and 120 feet long, before disappearing. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 2d8+Charisma modifier Radiant damage. On a success targets takes half as much damage. You can choose to expend one spell slot to deal additional Radiant damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spirit of the Dragoon
At 20th level, as an action you take on the spirit of a legendary dragoon forcing all enemy creatures within 30 feet to make a Wisdom saving throw or become frightened of you for the next minute. Dragons make the saving throw with disadvantage. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You gain the following benefits for 10 minutes.
- You gain a flying speed equal to your walking speed.
- When you attack a target you can make an additional attack against the target or another creature within 5 ft. of it.
- When a dragon or dragon's lair forces you to make a saving throw you make it with advantage.
- Your ranged weapon attacks deal an extra 1d8 radiant damage on a hit.
Once you use this feature, you can't use it again until you finish a long rest.