Oath of the Hunt
Paladin Subclass
"Hide, and we will find you. Breathe, and we will hear you. Run, and we will kill you."
The Oath of the Hunt is a vow paladins take when they commit themselves to the the thrill of the chase and the glory in the kill. These paladins are more practically minded than others of their creed, and often hold positions in noble courts, using their skills and abilities to keep the dangers of the wilderness in check.
Tenets of the Hunt
The tenets of the Oath of the Hunt guide paladins to sharpen their minds and work with their pack to bring down their foes.
Follow the Scent. Take the time to survey and study your prey, so that you may know its every move.
Snap at their Heels. Once the hunt begins, be relentless and leave them no margin for error.
Together We Feast. Work in tandem with your allies, so that you may share in the spoils of the hunt and the glory of the kill.
Oath Spells
3rd-level Oath of the Hunt feature
You gain oath spells at the paladin levels listed in the Oath of the Hunt Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Hunt Spells
| Paladin Level | Spells |
|---|---|
| 3rd | speak with animals, snare |
| 5th | pass without trace, wild instincts* |
| 9th | conjure animals, nondetection |
| 13th | dominate beast, locate creature |
| 17th | awaken, swift quiver |
Spells marked with * can be found at the end of the document
Tracker's Smite
3rd-level Oath of the Hunt feature
You can use your Divine Smite feature when you hit a creature with a ranged weapon attack, or when one of your hounds hits a creature with an attack. Furthermore, you can use your Improved Divine Smite feature with ranged weapon attacks.
The damage dice of these features are d6's, rather than d8's, when you use them this way.
Channel Divinity
3rd-level Oath of the Hunt feature
You gain the two following Channel Divinity options:
Hunting Hound. You can call upon a hound, summoning it in an unoccupied space within 10 feet of you as an action on your turn or as a reaction when you roll initiative, using your Channel Divinity. It uses the Hunting Hound stat block listed at the end of the document, although you determine the hounds appearance when you summon it. The hound uses some of your game statistics when determining its own, listed in its stat block. It remains summoned for 1 hour, after which time it vanishes. You can have one hound summoned at a time.
In combat, the hound acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you verbally command it to take another action on your turn (no action required). That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the hound to take the Attack action. If you are incapacitated, the hound can take any action of its choice, not just Dodge.
Trained Senses. You can use your Channel Divinity to augment your senses with divine power. As a bonus action, or as a reaction when you make a Wisdom (Perception or Survival) check, you grant yourself a +5 bonus to Wisdom (Perception and Survival) checks you make for the next 10 minutes.
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Relentless Pursuit
7th-level Oath of the Hunt feature
Each time you or one of your hounds hits another creature with an attack, you can reduce that creatures speed by 5 feet until the start of your next turn, to a minimum of 10 feet.
Furthermore, your hounds have advantage on attack rolls against creatures whose speed is reduced or at 0.
Lead the Pack
15th-level Oath of the Hunt feature
You can have any paladin spell you cast on yourself that can only target one creature at it's current level also target any of your summoned hounds. Furthermore, each of your Channel Divinity options gain the following improved benefits:
Hunting Hound. You can summon a second hound when you use this feature, which follows the same rules as the first hound.
Trained Senses. While under the effects of this feature, you know the exact location of any creatures within 60 feet of you, regardless of whether they're hidden from you.
Emissary of the Hunt
20th-level Oath of the Hunt feature
At 20th level, you become an avatar of the hunt, which grants you two benefits:
- Your weapon attacks, and those of your hounds, can't miss.
- Each of your hounds can attack twice when they take the Attack action on their turn.
Credits
- Created by u/Rain-Junkie. More of my work can be found here. Version 1.1 [22/08/23]
- Artwork by Monika Pałosz and Michal Ivan.
- Made using GMBinder.
Additional Spell
The following spell is an additional spell for the Oath of the Hunt Paladin, and is a part of their Oath Spells list.
Wild Instincts
2nd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Ranger
You appeal to the base instincts of your allies, inspiring them to hunt. Choose up to two other willing creatures within range. Those creatures can immediately use their reaction to move up to half their speed and then make a single weapon attack.
If you cast this spell during the first round of combat, they can move up to their full speed, and these attacks have advantage against creatures that haven’t acted yet in the combat.
Hunting Hound
Medium beast, unaligned
- Armor Class 11 + your proficiency bonus
- Hit Points 5 + three times your paladin level
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+2) 6 (-2) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages understands the languages you speak
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit (1d4 + 2 + your proficiency bonus) slashing damage.
