Oath of the Hunt

Paladins of the wilds that revere the balance between savagery and civilization, between lawlessness and order, and between predator and prey. Much like rangers, they keep both wilderness and civilization from enroaching on the other, but unlike rangers, their holy oath is to remain a neutral third party. The paladin's alignment need not be neutral. Paladins of the Hunt are most commonly sworn to gods of nature or archery, such as Artemis, Malar, and Balinor.

Tenets of the Hunt

Uphold the Balance. A paladin of the Hunt is first and foremost a mediator between the wilds and civilization. Remain neutral, always. Protect the Innocent. In the constant clashes between savagery and order, there will always be innocents caught in the crossfire. Their safety is of the utmost importance. No Mercy for the Merciless. A foe that threatens balance or the innocent must be hunted down. Strike without hesitation. Conclude the Hunt. When the quarry is cornered and the final blow waits to be struck, finish it quickly, for you are neither the torturer nor the redeemer. You are the hunter.

Expanded Spell List

3rd Level - hail of thorns, zephyr strike

5th Level - spike growth, cordon of arrows

9th Level - conjure barrage, flame arrows

13th Level - freedom of movement, staggering smite

17th Level - conjure volley, swift quiver

Channel Divinity Options

Arrow of Mercy - When you make a ranged weapon attack, you may use a bonus action after the attack hits to imbue the ammunition used with natural magics. It emits an aura that allows you to use your Lay on Hands feature on any creature within 10 feet of the piece of ammunition. Healing done this way produces a soft green light, and emits the faint scent of pine, mint, or lavender. Holy Arbiter - As an action, you may brandish your holy focus towards a creature within 30 feet. That creature makes a Wisdom save. On a failure, it is compelled to enter a calm and/or pensive mood. If two creatures are fighting, you may target both with this ability, but they gain advantage on their saving throw. A creature that is immune to being charmed automatically succeeds on its save.

Wilderness Training

At 3rd level when you take this Oath, your training as a hunter is completed. You may replace your previously chosen Fighting Style with the Archery Fighting Style, and you lose proficiency with melee weapons and heavy armor.

Wild Smite

Also at 3rd level, you can channel the might of the divine through your ranged weapons to strike down foes from afar. You may use your Divine Smite feature when making a ranged weapon attack. Improved Divine Smite (gained at 11th level) and any paladin spell that has the word "smite" in its name also apply to your ranged weapon attacks.

Nature's Reach

At 7th level, your magics can be channelled through the air, ground, or flora to reach their destination. Whenever you cast a spell, its range increases by 30 feet. If the spell has a range of touch, its range becomes 30 feet instead.

Innervating Auras

At 15th level, the presence of your divinity is felt across the battlefield. When you use Lay on Hands, you may have your Aura of Courage and Aura of Protection features center on that creature rather than yourself for 1 minute. When you do this, all other allied creatures within range of your Auras on that creature regain HP equal to half the amount you expended with Lay on Hands. You may use this ability your Wisdom modifier times per long rest.

Champion of the Balance

At 20th level, you can assume a perfectly balanced form, embodying both savagery and benevolence at once. As an action, you may gain the following benefits for 1 minute:

You gain truesight up to 30 feet.

Your ranged weapon attacks ignore all cover.

You may make twice as many attacks per turn as you normally would, so long as you attack at least two different creatures.

You add an amount of healing power to your Lay on Hands pool equal to your maximum for that pool upon activating this ability. This can cause your total amount of healing to go over your normal maximum. Any amount over your normal maximum disappears when Champion of the Balance ends.

You may use this ability once per long rest.