The Oath of the Wild hunt calls for paladins that seek to remove unnatural creatures from the world. They lead hunting parties that prey on the undead or other creatures of foreign origin or eldritch birth. Some creatures are too cunning or strange to be left for the common hunter. The strongest of such might be walking the streets with no one being the wiser.
Tenets of the Wild Hunt
- Laws of Nature. The strong survive. Weakness is not something to be supported or nurtured.
- Finish the Hunt. See promises trough. A hunt is something to be seen to the end. A hunter that does not commit to the hunt does not get to eat.
- Hunt with purpose. Kill only out of necessity. A hunt is not something to be done for fun. The Wild Hunt is sacred, cruelty and needless bloodshed has no place in it.
Spells
3rd |
Hunter's Mark |
Expeditious Retreat |
5th |
Detect Thoughts |
Pass without Trace |
9th |
Nondetection |
Clairvoyance |
13th |
Banishment |
Faithful Hound |
17th |
Mislead |
Tree Stride |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Divine Beast. You can use your Channel Divinity to manifest on yourself the features of a divine beast. The features last for one minute. Use an action to create a pair of radiant claws that can be used as melee weapons if the respective hands are empty.
The claws deal 1d8 radiant damage. When you attack with the claws as a part of your action then you can make one extra attack as a bonus action. Furthermore you also manifest the hide of a divine beast granting you temporary hit points equal to your charisma modifier at the start of each of your turns.
Gungnir's Flight. Use your Channel Divinity to manifest and throw a mighty hunting spear of pure radiant energy. As an action you make a ranged weapon attack against a creature within 60ft of you. On a hit it deals 2d8+CHA mod radiant damage and the target is knocked prone.
Aura of Ambush
7th level Oath of the Wild Hunt feature
Creatures within 10 feet of you gain advantage on stealth checks and make no sound while moving. All creatures that start their turn within the effected area also gain 60 feet of dark vision that lasts until the end of their turn.
Mark the Prey
15th level Oath of the Wild Hunt feature
You can use a bonus action to mark a creature as prey. Allies gain 1d6 bonus to damage on attack made against the target. Only one creature can be marked at one time. This feature can be used a number of times equal to your charisma modifier.
Master of the hunt
20th level Oath of the Wild Hunt feature
At 20th level, you gain the ability to harness extraordinary hunting might. As an action, you can magically become an avatar of the Wild Hunt, gaining the following benefits for 1 minute:
- You can use the "Gungnir's Flight" channeled divinity as a bonus action without consuming any channeled divinity uses.
- When you hit with the "Gungnir's Flight" channeled divinity feature then you can add divine smite to the damage.
- You have advantage against creatures that are marked as prey or have hunter's mark on them.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.