Oath of the Slayer

A Paladin Oath sworn against a named quarry, with advantage against it, extra smite damage and a flying hunting form.

Identity

The Oath of the Slayer is the Paladin Oath that names a quarry and swears not to stop. For most Slayers the quarry is undead. Many hunt fiends or aberrations, and a few hunt a bloodline, an order or a class of person defined by one act. A Slayer whose quarry is the walking dead is welcome anywhere, and a Slayer whose quarry is a family is watched.

Features

  • L3 Name the Quarry

    As a Spell Divinity option, you name your quarry aloud. For 1 minute, you have advantage on attack rolls against creatures of your chosen quarry that you can see, and they cannot regain hit points while within 30 feet of you.

  • L7 Aura of the Hunt

    You and friendly creatures within 10 feet of you have advantage on saving throws against effects created by your quarry, and your quarry cannot gain the Invisible condition against you or hide from you within that radius. The radius increases to 30 feet at 18th level.

  • L11 Marked Quarry

    Your Divine Smite deals an extra 1d8 damage against your quarry, and an extra 2d8 if the quarry is undead or a fiend. You always know the direction of the nearest creature of your quarry within 1 mile.

  • L15 Quarry Recovery

    Once per short or long rest, when you reduce a creature of your quarry to 0 hit points, you regain a use of Spell Divinity and one expended spell slot of 3rd level or lower.

  • L18 Final Hunt Capstone

    Once per long rest, you gain the following benefits for 1 minute. You have a flying speed equal to your walking speed. Your critical hits against your quarry occur on a roll of 19 or 20. Any creature of your quarry that starts its turn within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or become Frightened until the end of its turn.