Oath of the Night (5e Subclass)

Oath of The Night Hunt

A holy warrior fighting for the values of the Goddess of Night; The Hunt, Ferocity and Grace. Knights who inspire, and live for the thrill of predation, hunger and thirst tempered with dignity and patience. They see themselves as essential to maintain natural balance.

Tenets of The Night Hunt

Ferocity :Fight with the fury of a starved wolf, those who hunt must see little else but their own success.

Predation :Feast upon the kill, those who hunt must partake of those they steal life from.

Mercy :Strike swiftly, kill quickly, and harm your quarry as little as possible, those who hunt must not be cruel.

Respect :Hunt only those who can survive, respect their will, those who hunt must value life.

gollark: Madness.
gollark: I've mostly been ignoring MSRs because I just don't really need one and because it involves so much chemistry.
gollark: Oh, right.
gollark: Anyone for a HECf-251 Ox MSR?
gollark: Probably not just you.

Oath of The Night Spells

Paladin LevelSpells
3rdInflict Wounds, Hunters Mark
5thBeast Sense, Dark Vision
9thfear, Lightning Arrow
13thLocate Creature, Greater Invisibility
17thCommune with Nature, Tree Stride
==Channel Divinity==

When you chose this Oath at 3rd level you gain access to the following Channel Divinity options:

Revel in Blood:
You may use your Channel Divinity to gain an effect similar to a Barbarian's Rage.
For the next 1 minute (or until you fall unconciousor choose to voluntarily end the effect) you gain the following benefits and penalties:

  • Advantage on all Strength checks and Strength saving throws.
  • A +2 bonus to damage dealt with melee weapons.
  • resistance to bludgeoning, piercing, and slashing damage.
  • You may not Cast spells, or concentrate on active spell effects.

Turning Meekness to Rage:
You may use your Channel Divinity to Call upon the primal nature of any Living Opponent to enter a state of reckless abandon. Any Creature within 30ft of you must make a WIS save against your Spell save DC. On a Failed Save the target must use their next turn to move within melee range of you and attack. While under the influence of this power, the target may make unarmed attacks dealing 1d4 damage + str. They take disadvantage on any attack rolls against targets other than you.
This effect ends once the effected has struck you once; if they fail to strike you they must immediately save again, or be influenced by the same effect on the following turn.

==Aura of the Blessed Hunt==

Beginning at 7th level You and friendly creatures within 10ft of you are given a +3 bonus to hit on all attack rolls. At 18th Level this becomes 30ft.

==Soul of The Huntress==

Starting at 15th level you gain an additional 10ft of movement speed, and an additional attack movement per turn.

==Avatar of The Night==

At 20th Level, as an action you channel the essence of The Night Huntress herself to aid in honouring her in the Hunt. You appear to be a walking star filled void, and are given an intrinsic knowledge of those who you hunt. For 1 minute you gain the following benefits:

  • You may teleport the distance of a dash rather than make a movement action.
  • When attacking with a melee or ranged weapon, maximize all bludgeoning, piercing and slashing damage dealt.

Once this feature has been used it cannot be used again until the user has undergone a long rest.


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