Paladin
Base Class: Paladin

Paladins who take the Oath of the Hunter are a rare breed indeed. They do not subscribe to the traditional concepts of "protection" or "Justice", instead relying on their instincts to guide them to the things in the universe who should and will no longer exist. Their actions breed new, better life, but all they seek is to hunt the evil that crosses their path.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hunter Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Hunter Spells

Channel Divinity

A Hunter paladin of 3rd level or higher gains the following two Channel Divinity options.

Rapid Reload The Paladin may expend one use of their channel divinity to reload their weapon instantly. If they kill a worthy enemy (DM digression), their channel divinity is recharged.

Hunter's Form. As a bonus action, the paladin channels their desire for the hunt for 10 minutes. Until the duration expires, they gain a supernatural power over certain weapons; they may use abilities that would normally only work with melee weapons, such a divine smite on ranged weapons. Any ranged weapon they wield may use charisma, instead of dexterity for attacks and damage.

You also gain proficiency with all firearms when you receive this feature.

Aura of Endurance

Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin, take less damage from all sources, equal to your charisma modifier, and deal double damage to objects and structures.

At 18th level, the range of this aura increases to 30 feet.

Hot Pursuit

At 15th level, you are nearly inescapable in your pursuits. Whenever a creature teleports within 10ft of you, you may also choose to teleport, as though you were them. When you are teleported by a creature within 5ft of you, you appear within 5ft of them in an unoccupied space of your choosing. Your attacks of opportunity can be made with ranged weapons.

Hunter's Incarnate

At 20th level, you gain the ability to become the incarnate of the hunt. As an action, you can infuse yourself with great supernatural energies, gaining the following benefits for 1 minute:

  • Your speed cannot be reduced and increases by 30 feet.
  • You become immune to incapacitated and paralyzed conditions.
  • Whenever a creature within 30 feet of you deals damage to a friendly creature, you may make a weapon attack against that creature that caused it as a free action. This attack can only trigger once per turn.

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

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