Sacred Oath: Oath of the Stalker

The Oath of the Stalker is that of the paladin that metes out justice to those that deserve it.

Tenets of the Stalker

  • Let no Foe Escape. I will pursue my foe to the ends of the earth, no matter how long it takes to track down my enemy, I will.
  • Responsible for my Hunt. If my foe harms anyone in their path while beeing stalked, I am responsible, and must do what I can to make amends to those affected.
  • Relentless Pursuit. I will not let anyone stand in my way of my, or relent to neither authority nor kin in the pursuit of my foe.
  • Tempered with Wisdom. I will not pursue my foe foolheartedly and always be aware that of other foes or ambushes along my path. I acknowledge and believe that not every foe is in need of killing.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Stalker Spells

Paladin Level Spells
3rd hunter's mark, expeditious retreat
5th misty step, invisibility
9th fly, water breathing
13th freedom of movement, compulsion
17th modify memory, geas

Channel Divinity

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

Stalkers Charge As a bonus action your faith lets your muscles take advantage of the divine power granted to you. For 1 minute your speed is doubled.

Hunters Knowledge As an action you present your holy symbol and focus on a foe you either know the real name of or have seen in the past. For 1 minute you know the exact direction and range of your foe. (For instance 6 miles east, 300 meters up).

Ranged Wrath

At 7th level, you can use your divine smite, and improved divine smite feature with ranged or thrown weapons. In addition you gain advantage on all perception checks.

Vanish

At 15th , you can use the Hide action as a Bonus Action on Your Turn. In addition you can't be tracked by nonmagical means, unless you choose to leave a trail.

Stalkers Agility

At level 20, you can no longer be knocked prone.

In addition you can use your action, and activate your body to gain the following benefits for 1 minute:

  • You gain +2 bonus to AC
  • You have advantage on Dexterity saving throws
  • You gain an additional action on your turn.

Once you use this feature, you can't use it again until you finish a long rest.