The Hunter
Hit Points
Hit Dice: d10 per The Hunter level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hunter level after 1st
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Firearms, Exotic Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Arcana, Athletics, Acrobatics, History, Religion, Insight, Investigation, Medicine, Perception, and Survival
Overview & Creation
They Who Fights Monsters
Hunters are a small group of warrior, existing throughout the world, dedicated to hunting down beasts, and other dire threats. They are a branch of the Grand Cathedral, and a deadly one at that. Some rise to protect the call to protect the people of civilized society, while others hold a grudge against a specific creature that they've suffered from in the past. Hunters often fight alone or in pairs, but they rarely do split up to work with more people, either guarding a specific domain or travelling to purify hamlets or pursue elusive and powerful prey. Usually armed with a Trick Weapon, a unique weapon capable of transforming mid-battle to the hunter's need, these tragic warriors toil endlessly through mud and blood with the faint hope to find rest and solace in the Hunter's Dream.
Training in the hunter's art is a difficult process to begin. It is a tradition passed from master to student, with each teacher having their own style of hunt that they impart. However, most masters are reluctant to draw another into their ranks, so becoming a hunter is rarely possible for those without the resolve to dedicate their life to hunting. Many who take up the past don't survive their first hunt and those who live through will inevitably fall prey to one of the several great horrors that hunters must bear witness to.
Blurring The Line
The Grand Cathedral believed that the only way to transcend mortality was to research some unworldly red ichor that was found within the Knowledge Vaults that they called: "Blood of the First-Borns" . In their experiments, they discovered that using this Blood of the First-Borns for blood ministration cured various ailments and diseases in humanoids, and granted supernatural speed and strength. However, both the experimentation and usage of this blood has remained hidden for the most part, and some people both in the church and out of the church question it's usage and there have been many votes on removing the blood from the church completely, to no avail. The church has even hidden the details of the "Blood of the First-Borns" from the CDC, the natural choice for experimentation on things such as this. There have also been cases of many hunters going missing, without a trace.
Level |
Proficiency Bonus |
Features |
1st |
+2 |
Unarmoured Defense, Blood Ministration |
2nd |
+2 |
Fighting Style, Trick Weapon Creation |
3rd |
+2 |
Avalonian Rune |
4th |
+2 |
Ability Score Increase |
5th |
+3 |
Extra Attack |
6th |
+3 |
Create Opening |
7th |
+3 |
Avalonian Rune Feature |
8th |
+3 |
Ability Score Feature |
9th |
+4 |
Divine Infusion (one use) |
10th |
+4 |
Avalonian Rune Feature |
11th |
+4 |
Blood Healing |
12th |
+4 |
Ability Score Increase |
13th |
+5 |
The Power of the Blood, Divine Infusion (two uses) |
14th |
+5 |
Visceral Attack |
15th |
+5 |
Avalonian Rune Feature |
16th |
+5 |
Ability Score Improvement |
17th |
+6 |
Blood Rapture |
18th |
+6 |
Avalonian Rune Feature |
19th |
+6 |
Ability Score Increase |
20th |
+6 |
The Hunter's Dream |
Class Features
Unarmoured Defense
While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Blood Ministration
You can extract blood vials from your own body and treat them using a slow and careful refinement process to create a healing mixture comparable to some potions.
Once per long rest, you can extract a number of blood vials from your body equal to your Wisdom modifier (minimum 1). The blood vials you create cannot be administered by anyone but you. After 24 hours, any blood vials that you have not used lose their potency.
If you spend 1 minute administering a blood vial to a wounded humanoid creature, or a bonus action for yourself, it regains 1d6 hit points for every two hunter levels you have (rounder up).
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Quicksilver
When you are wielding a melee weapon in one hand a ranged weapon in the other, you gain a +1 bonus to ranged attack rolls and may reload the ranged weapon without needing a free hand.
Trick Weapon Creation
By 2nd level, you've spent time reflecting on your tools of the trade. A Hunter has many tools, but none are so important as their weapon. You've learned to create the signature weapon of a hunter- a Trick Weapon.
With a day of downtime, you can combine two weapons into a single one. You can then swap between each form of the weapon as a object interaction action. You may not combine more than two weapons into a single Trick Weapon. If you use a magic weapon with this feature, the weapon's magical properties are only available when it is in that form, and not the alternate.
Avalonian Rune
At 3rd level, you choose a Avalonian Rune, a combination of divine and soul magic, a heretical act, to be forever inscribed upon the tablet of your mind and gain the benefits of the strength and knowledge it offers. You must visit the Grand Cathedral to gain the benefits of this feature. Choose Ancient, Beast's Embrace, Corruption, Radiance, or Soul all detailed at the end of the class description. The Avalonian Rune grants you feature at 3rd, 7th, 10th, 15th, and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Create Opening
At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Divine Infusion
Starting at 9th level, you've gained the ability to enchant your weapons, natural or otherwise, with divine power.
Pick either Fire, Lightning, Cold, Necrotic, or Radiant damage. You can use a bonus action to make your weapons do 1d8 of the chosen damage type for 1 minute. You can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.
Blood Healing
At 13th level you have advantage on saving throws made against poison and disease, and you have resistance to poison damage.
Additionally, your blood vials now purge one poison or disease from a creature's body, in addition to restoring hit points.
The Power of the Blood
By 13th level, you can infuse both your weapons and your body with the power of the Blood of the First-Borns. Doing so makes your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You must return to The Grand Cathedral to gain the benefits of this feature.
Visceral Attack
By 14th level, you've become adept at exploiting your enemy's mistakes and weaknesses to your benefit. When you hit a creature you have advantage against with a melee attack, you can choose to automatically score a critical hit.
Once you use this feature, you can't use it again until you finish a short or long rest.
Blood Rapture
At 17th level, you bathe in the raw euphoria of the warmth of blood, sprayed from the savage would you inflict on your enemies. When you perform a Visceral Attack on a creature, you gain temporary hit-points equal to half the damage dealt (rounded down).
The Hunter's Dream
Once you reach 20th level, the next time you take a long rest, you awaken in the Hunter's Dream. Over time, countless hunters have visited this dream, thought to be a safe haven and a place one could find peace and solace. In this serene garden, hundreds of graves stand in their memory.
The source of the blood lives here, and now sustains you indefinitely and subjects you to the fate of watching over it for all eternity. You will never truly die or forget the dream.
You cease aging, and if you die, you reawaken the next day at the last location you took a long rest. Only a Wish spell can unshackle you from the Hunter's Dream.
Starting Equipment
- (a) a tier one trick weapon or (b) two martial weapons or (c) three simple weapons
- (a) a hunter's pistol with 20 bullets or (b) a hunter's blunderbuss with 20 bullets or (c) a hand-crossbow with 20 silvered bolts
- (a) an explorer's pack or (b) a priest's pack or (c) a scholar's pack
Spellcasting
Ancient Spellcasting
Hunter Level |
Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
3rd |
2 |
2 |
1 |
1st |
4th |
2 |
2 |
1 |
1st |
5th |
2 |
3 |
1 |
1st |
6th |
2 |
3 |
1 |
1st |
7th |
2 |
4 |
2 |
2nd |
8th |
2 |
4 |
2 |
2nd |
9th |
2 |
5 |
2 |
2nd |
10th |
3 |
5 |
2 |
2nd |
11th |
3 |
6 |
2 |
2nd |
12th |
3 |
6 |
2 |
2nd |
13th |
3 |
7 |
2 |
3rd |
14th |
3 |
7 |
2 |
3rd |
15th |
3 |
8 |
2 |
3rd |
16th |
3 |
8 |
2 |
3rd |
17th |
3 |
9 |
3 |
4th |
18th |
3 |
9 |
3 |
4th |
19th |
3 |
10 |
3 |
4th |
20th |
3 |
10 |
3 |
4th |
Radiance Spell Casting
Hunter Level |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
3rd |
2 |
2 |
|
|
|
|
4th |
2 |
3 |
|
|
|
|
5th |
2 |
3 |
|
|
|
|
6th |
2 |
4 |
2 |
|
|
|
7th |
2 |
4 |
2 |
|
|
|
8th |
2 |
4 |
3 |
|
|
|
9th |
2 |
4 |
3 |
|
|
|
10th |
3 |
4 |
3 |
2 |
|
|
11th |
3 |
4 |
3 |
2 |
|
|
12th |
3 |
4 |
3 |
3 |
|
|
13th |
3 |
4 |
3 |
3 |
|
|
14th |
3 |
4 |
3 |
3 |
1 |
|
15th |
3 |
4 |
3 |
3 |
1 |
|
16th |
3 |
4 |
3 |
|
2 |
|
17th |
3 |
4 |
3 |
|
2 |
|
18th |
3 |
4 |
3 |
|
3 |
1 |
19th |
3 |
4 |
3 |
|
3 |
1 |
20th |
3 |
4 |
3 |
|
3 |
2 |
Soul
Spell Level |
HP Cost |
1st |
1d2+1 |
2nd |
1d4+2 |
3rd |
1d6+3 |
4th |
1d8+4 |
5th |
1d10+5 |
Hunter Level |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
3rd |
1 |
x |
|
|
|
|
4th |
1 |
x |
|
|
|
|
5th |
2 |
|
x |
|
|
|
6th |
2 |
|
x |
|
|
|
7th |
3 |
|
|
x |
|
|
8th |
3 |
|
|
x |
|
|
9th |
4 |
|
|
x |
|
|
10th |
4 |
|
|
x |
|
|
11th |
5 |
|
|
|
x |
|
12th |
5 |
|
|
|
x |
|
13th |
6 |
|
|
|
x |
|
14th |
6 |
|
|
|
x |
|
15th |
7 |
|
|
|
|
x |
16th |
7 |
|
|
|
|
x |
17th |
8 |
|
|
|
|
x |
18th |
8 |
|
|
|
|
x |
19th |
9 |
|
|
|
|
|
20th |
9 |
|
|
|
|
|
Subclass Options
Avalonian Runes
The first Soul-Manipulator, Avalon, once transcribed the inhuman utterings as the Great Ones into what are now called Avalonian Rune. Something he considered one his greatest failures, many of the runes discarded and lost to history, but 5 remain starkly carved upon its face. A Hunter can etch one of these Avalonian Runes to attain its wondrous strength. However, the decision is permanent and threatens to throw the weak-willed into the pits of madness or unending blood-lust.
Ancient
An Avalonian Rune, and remnant of the Eldritch Truth, bearing a translation of the inhumane, sickly whispers that reveal the nature of a celestial attendant. Long ago, when The Grand Cathedral first discovered the Blood of the First-Borns, they also discovered a great variety of strange markings, and used them to try to reach the lofty plane of the cosmos, but inevitably failed. Making contact with eldritch wisdom is a blessing, for even if it drives one mad, it allows one to server a grander purpose, for prosperity. This rune serves as an antenna that facilitates contact with the Great Old Ones, granting, so they say, eyes on the inside, although no one remembers what this truly entails.
Great One Magic
When you take this rune at 3rd level, you begin to tap into the elusive and maddening Eldritch Truth. A Great Old One sympathizes with your thirst for knowledge and blesses you with the ability to cast spells.
Cantrips.
You learn two cantrips of your choice from the warlock spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots.
The Ancient Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-level and Higher.
At third level you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Ancient Spell Table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability.
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Eldritch Symbol
You can use a Holy Symbol as a spellcasting focus for your warlock spells.
Knowledge of the Cosmos
Also at 3rd level, you learn to speak, read, and write Deep Speech. Additionally, you have advantage on Wisdom (Survival) checks to track aberrations and Intelligence check to recall information about them, as well as Charisma checks to interact with them.
Ancient Power
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Shatter Hope
At 10th level, you learn how to make your attack undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Ancient Jaunt
At 15th level, when you switch between the weapon forms of a Trick Weapon, you can teleport up to 30 feet to an unoccupied space that you can see.
Once you use this feature you cannot use it again until you finish a short or long rest.
A Call Beyond
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Beast's Embrace
The discovery of The Blood of the First-Borns entailed the discovery of undesirable beasts. Soul Manipulator Avalon describes the "Beast" as a horrific and unwelcome instinct deep with the hearts of the living. After repeated experiments in attempts to control the scourge of beats, the gentle "Embrace" rune was discovered. When its implementation failed, Embrace became a forbidden rune. Millennia later, after being unearthed in the knowledge vaults, its knowledge became a foundation of The Grand Cathedral. Thus, this rune became an alluring invitation to accept The Beast's very nature.
Maw & Claw
When you take the Beast's Embrace at 3rd level, you surrender to your deepest instincts, primal and bloodthirsty.
You can use an action to borrow the strength of the terrible beasts and transform into a ghastly Beast Form. This new form grants you a +1 bonus to AC, and two natural attack in the form of claws and a bite. The claws deal 2d4 slashing, and the bite deal 1d8 piercing. You can use either Strength or Dexterity for these attacks.
Feral Awakening
When you choose this archetype at 3rd level, you are awakened to ferocious abilities that are fueled by special dice called feral dice. These abilities are detailed below under "Awakenings"
Feral Dice. You have four feral dice, which are d8s. A feral die is expended when you use an Awakening. You regain all of your expended feral dice when you finish a short or long rest. You gain another feral die at 7th level, and one more at 15th level.
Saving Throws. Some of your awakenings require your target to make a saving throw to resist the boon's effects. The saving throw is calculated as follows:
Spell Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Awakenings
The Awakenings are presented in alphabetical order.
- Beast Roar. As an action, you can expend a feral die to force all creature within 5 ft of you to make a Dexterity saving throw. On a failed save, creature take 1d8 + the number you rolled on your feral die, and if they are Large or smaller, get knocked back 10 feet. They take half as much damage and are not knocked back on a successful save. This damage increases by 1d8 when your reach 7th level (2d8), 10th level (3d8), and 15th level (4d8).
- Blood Rage. On your turn, you can use a Bonus Action and expend one feral die to bolster your health by tapping into your beast blood. You gain an additional 10 feet of movement until the start of your next turn and temporary hit points equal to the feral die roll + your Wisdom modifier.
- Pounce. If you move 15 feet straight towards a creature and hit it with a claw attack, you can expend one feral die to attempt to pounce on it. Add the feral die to the attack roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save you knock the target prone and may make one bite attack against it as a bonus action.
- Reckless Flurry. As a bonus action, you can expend one feral die to make a reckless flurry. You gain an additional attack action, but attack rolls against you have advantage until your next turn. Add the result of the feral die roll to one of your damage rolls.
Bestial Hunter
At 7th level, if you have a belonging, or even the blood of a creature, you have advantage on Wisdom (Survival) checks to track that creature. You also learn what type of creature it is, if you didn't already know.
Improved Feral Awakening
At 10th level, your feral dice turn into d10s, at 18th level, they turn into d12s.
Cornered Beast
Starting at 15th level, when you roll initiative and have no feral dice remaining, you regain 1 feral die.
Corruption
Several of the old runes contained a nuance of "Blood", including this rune of "Corruption", associated with the oath of the corrupt. This rune resonated with servants of the Baroness Mirielis, known as The Corrupted, one who ruled beside Varin Ashdawn long ago, who believed maintaining elegance and grace was the only true way to suppress the beast within.
Once thought to be a heretical and evil practice, it is now an accepted form of lifestyle for The Hunters within the church. These Hunters pledge themselves to the way of the blood, and is faced with a decision: to merely bother the strength of it, or to fully embrace The Corrupted and become one with it, heart and soul.
Sanguine Elegance
When you take this rune at 3rd level, you become proficient in your choice of two of the following skills: Persuasion, Deception, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Corrupted Duelist
Additionally at 3rd level, you gain one of the dueling abilites favoured by The Corrupted.
- Harvest Dregs. You harvest the blood dregs of the fallen to honor the undying Queen. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your wisdom modifier + your Hunter level (minimum of 1)
- No Quarter. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature.
- Parting Glass. When you make a weapon attack against a creature, all creatures have disadvantage on opportunity attacks against you until your next turn.
Queen's Vigor
Beginning at 7th level, you gain 1 hit point if you roll a 19 or 20 on a death saving throw.
Bloodtinge
By 10th level, you've curried favour with The Corrupted Queen, and are granted the legacy of The Corrupted. When you hit a creature with a weapon attack, you can choose to steep the attack in your corrupted blood. When you do so, you deal an extra 1d8 necrotic damage to both you and your opponent. This extra damage cannot be reduced nor resisted by immunities.
Duelist's Redoubt
At level 15, you gain one of the following features of your choice.
- Evasion. You can elegantly weave out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage, and only half damage if you fail.
- Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Save the Queen. You are immune to fear and charm effects.
Corrupted Feint
At 18th level, whenever you use your bonus action to switch between the weapon forms granted by a Trick Weapon, you have advantage on the first attack roll you make before your next turn.
Radiance
The choice rune of the most devout of The Hunters, the Radiance rune was one of the few runes that Avalon didn't discard, seeing somewhat of a moral use in it. This rune touches the skies and allows for a deeper connection with the gods, granting powers to those who are powerless.
Magic of the Gods
Starting at 3rd level, the gods finally start to listen to your calls and allow you a portion of their power, blessing you with the power to cast divine spells.
Cantrips
At 3rd Level, you know two Cantrips of your choice from the Cleric spell list. You learn one additional Cleric Cantrips of your choice at 10th level.
Preparing and Casting Spells
The Cleric table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + half of your Hunter level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability.
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy Symbol (see "Equipment") as a Spellcasting focus for your Cleric Spells.
Heretical
You start without a domain and cannot acquire one.
Channel Divinity
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with one such effects: Turn Undead. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
Channel Divinity: Turn Undead
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.
Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Cleric spell save DC.
Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Destroy Undead
Starting at 7th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed.
Divine Smite
At 7th level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity intervenes. The DM chooses the Nature of the intervention; the effect of any Cleric spell or Cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Improved Divine Smite
By 15th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.
Soul
Surprisingly, in the eyes of The Grand Cathedral, this is by far the most heretical rune of them all, and choosing this rune has costed some Hunters to be excommunicated. However, the seething power and control over one's own soul is tantalizing. This connects, the mind with the soul, speeding up the process that takes many most of their lifetime to achieve, control over Soul Magic.
Inner Power
Starting at level 3, You unlock the innate power that was hidden within you, allowing you to bend souls to your whim and to be able to cast soul magic.
Preparing and Casting Spells
Spellcasting for soul magic is different than any other kind of magic, as thus must use your own life force to cast. The Soul Table shows your spell slots and the HP cost for casting them.
Spellcasting Ability.
Wisdom is your spellcasting ability for your soul spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a soul spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Soul Reservoir
Additionally at 3rd level, you gain a stock of soul charges that you can use to increase the damage of your weapon attacks. The amount of soul charges you have is equal to your Hunter level. You gain soul charges (minimum of one) equal to the CR of any creature that dies within 60 feet of you that is not of undead or construct type. You may use one or more charges to increase the amount of damage weapon attacks do by 1 for each charge spent
Spectral Strike
Starting at 7th level, as a bonus action, you may give another creature within 30 feet of you a small part of soul empowering their strikes. The affected creature may add 1d6 soul damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 10th level and 3d6 at 18th level. You regain use of this trait after you finish a short or long rest.
Power Overwhelming
At 18th level, your power becomes too much to contain, exploding outwards whenever you cast a spell. Each creature within 5 feet of you whenever you cast a spell must make a wisdom saving throw or take half that damage you take when you cast a spell.