The Oath of the Hunter is taken by a paladin fighting an endless battle against an insidious evil. Loners, Hunter paladins are dedicated to the pursuit and eradication of evil in specific forms - hunters are often devoted to the extermination of the undead, but hunters may hunt other sources of evil: goblins, giants, and yuan-ti hunters have been recorded.
Hunters are driven, and they are focused on the idea of a 'greater evil'; in order to give an oath to hunt their targets to extermination, the paladin and their deity must agree that the very existence of their targets is an affront to be cleansed.
|3rd||sanctuary, hunter's mark|
|5th||warding bond, darkvision|
|9th||spirit guardians, speak with dead|
|13th||greater invisibility, locate creature|
|17th||hallow, greater restoration|
When you take this oath at 3rd level, choose a type of enemy to hunt: fiends, aberrations, giants, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice your favored enemies, as well as on Intelligence checks to recall information about them.
At 3rd level, you additionally gain the following two Channel Divinity options:
Starting at 7th level, you extend a strengthening aura while you are not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Allies within this aura gain temporary hit points equal to your proficiency bonus at the start of their turn, and have advantage on death saves.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you strike critically against your favored foes with a 19 or 20 on the d20. After killing one of your favored foes, you emit dim light to a distance of 5 feet for one minute - during that period, your weapon attacks deal 1d4 extra radiant damage.
At 20th level, you become an avatar of the hunt, which gives you these benefits: