Oath of the Hunter

The Oath of the Hunter is a commitment to a life of preserving the delicate balance of the world. To these Paladins--- sometimes called Grey Knights, Bow Knights or simply Hunters-- believe that the scales of life are never far from falling in one direction or another, and this order must be maintained, whether through protecting life, or ending it.

Variant Rules This Oath is designed for use with ranged weaponry. Because of this some variant rules are recommended for it's balance. The first and most important is to allow smites to be used with ranged attacks. I would also recommend the player be allowed begin with a bow instead of one martial weapon, and are given the option to replace chain mail with leather armor. They should also be allowed take "Archery" as their fighting style at 2nd level

Tenets of the Hunter The tenets of the Oath of the Hunter are as much a mission from their god as rules to be followed. As such the tenets can vary from paladin to paladin but always focus on seeking balance in the world. Preserve balance in the world. Stand against any force that grows unchecked. Everything will fall if the scales tilt, no matter the direction they fall.

Preserve balance in yourself. See the world through fair eyes. You cannot protect balance if you cannot see imbalance. Protect those who need protection All life contribute to the balance of the world. Some, however, balance more precariously. If the weak fall balance has failed.

Punish those who abuse their power. Many wish to disturb the balance of the world to further their own lives. Punish those whose selfish nature causes them to chase imbalance.

Oath Spells You gain oath spells at the paladin levels listed. Oath of the Hunter spells Paladin Level Spells 3rd Hunter's Mark, Hail of Thorns 5th Find Traps, Locate Animals or Plants 9th Lightning Arrow, Flame Arrows 13th Freedom of Movement, Locate Creature 17th Conjure Volley, Swift Quiver

Channel Divinity When you take this oath at 3rd level you gain the following channel divinity options.

Aura Arrow. You can use your channel divinity to protect those who your enemy is attempting to harm. As a bonus action touch a piece of ammunition against your holy symbol. When this piece of ammunition is fired at a creature, hit or miss, any creature they attempt to affect with an attack, spell or other effect is considered under the effect of any auras you have active. (ie/ Aura of Protection, Aura of Courage, Aura of Awareness)

Balance Emotions. You can use your channel divinity to do to others what they attempted to do to you. As a reaction after succeeding in a save against a fear or charm effect you can use a reaction to present your holy symbol and force the target to make a save against your spell save DC. If they fail they are under the effect of the ability they used, as if you had used the same ability. They do not take any damage the ability would have caused.

Aura of Awareness Beginning at 7th level, you and friendly creatures within 10 feet of you cannot be surprised and have a bonus equal to your charisma modifier to passive perception and any insight or perception checks they make.

Balancing Strike Starting at 15th level, when a creature reduces you to 0 hit points but does not kill you outright you can use your reaction to make one attack against the creature before you fall unconscious. You do not have to roll an attack for this strike it is automatically a critical hit. Divine Smites can be used with this ability however no other smite (eg/ branding smite, blinding smite) or spell can be used. If any ability would stop you falling unconscious at 0 hit points it cannot be used as well as this ability, though you can choose which takes effect.