Paladin
Base Class: Paladin

The Oath of Pursual drives its followers to hunt evil everywhere. Many Paladins of this Oath never settle down, forever continuing the great hunt as they are taught by their tenets.

Tenets of Pursual

Strive. Never relent! You will always be one step away from claiming your prize, you need only take it.

Conserve. Do not waste all your energy at once, the hunt relies on stamina not speed.

Infinity. The hunt is never truly over. One meal only lasts so long and evil never ceases to rise.

Oath Spells

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

Oath of Pursual Spells

Paladin Level Spells
3rd guiding bolt, hunter's mark
5th earthbind, cordon of arrows
9th conjure barrage, lightning arrow
13th dimension door, locate creature
17th conjure volley, swift quiver

Channel Divinity

At 3rd level when you take this Oath you gain the following two Channel Divinity options

Hunter's Intuition. Your Channel Divinity strengthens your powers of observation. As a bonus action, you grant yourself advantage on Wisdom (Perception) checks and Wisdom (Survival) checks.

Slaying Shot. As an action, while also using your Channel Divinity, you conjure the bow of a Solar Angel. As part of the action used to create the bow you may make one ranged weapon attack with it, the weapon counts as a +3 longbow and has a range of 150/600 feet and on a hit deals 2d8+ your Dexterity modifier piercing damage and immediately applies your Divine Smite at the highest level available to you without expending a spell slot. On a hit, if the creature has fewer hit points than your normal hit point maximum it must make a Constitution saving throw versus your spell save DC and on a failure the creature is immediately reduced to 0hp.

Optional Fighting Style

At 3rd level when you take this Oath, you can choose to replace your current Fighting Style with the Archery Fighting Style if you don't already have it from another source.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Launched Smite

At 3rd level when you take this Oath your ability to Smite your foes knows only the bounds of your aim. Whenever you cast a spell that specifies you must hit with a melee weapon, the spell and its effects can function with ranged weapons for you. The same applies for your Divine Smite and Improved Divine Smite.

Endless Pursuit

At 7th level your hunter's instinct spurs you forward. Your movement speed while not wearing heavy armor increases by 10 feet, whenever you make a Dexterity(Stealth) check you ignore any disadvantage imposed by light or medium armors, moving through nonmagical difficult terrain does not slow your movement and you can move at normal speed while stealthed. 

Additionally, whenever you or your allies make a Stealth check or a Survival check to track a creature while within 15 feet of you, each creature may add your Charisma modifier to the roll.

Keen Focus

At 15th level your aim is impeccable. Your ranged attacks ignore 1/2 and 3/4 cover, attacking at long range does not impose disadvantage and any ranged weapon with a long range below 100 feet becomes 100 feet.

Additionally, you cast hunter's mark at 1st level without expending a spell slot once per day.

Lord of the Hunt

At 20th level as an Action, you expand your senses beyond their normal limits so that nothing can keep you from your prey, you gain the following benefits for 1 hour:

  • You gain blind-sight, tremor sense, truesight and darkvision out to 120 feet.
  • When you hit a creature with a spell-empowered weapon attack, spell attack or you use your Divine Smite feature, you can choose to teleport to within 5 ft of the creature you hit.
  • Whenever you cast hunter's mark or whenever you move the mark onto a different creature, you can cause the creature to make a Wisdom saving throw versus your spell save DC. On a fail the creature becomes frightened of you, creatures immune to the frightened condition make the save at advantage but are not immune in this instance. While frightened in this way the creature is also paralyzed (creatures immune to this condition are not immune in this instance) and they may repeat the save whenever they take damage. 
  • If you use your Channel Divinity: Slaying Shot while Lord of the Hunt is active, you may make two attacks instead of one with the Solar's Longbow and if you kill a creature with a Slaying Shot, you immediately regain the use of your Channel Divinity.

These benefits end early if you are knocked unconscious or if you choose to end it early as a bonus action. Once Lord of the Hunt ends you cannot use it again until you complete a long rest.

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