Base Class: Paladin
The Oath of the Grim Hunt is a calling that requires its followers to seek out and destroy the many evils that walk the mortal realms. Often called Grim knights, or Knight Slayers, these hunters dedicate themselves, body and soul, to hunting down the monstrous, the wicked, and the mutated, destroying them with a burning, merciless prejudice.
Tenants of the Grim Hunt
Kill the monster, burn the cult. Seek and destroy the monsters that seek to feast on the woes of mortals, and end the lives of their mortal followers.
Defy the dark ones. Evil persists because it lays seeds. Destroy the foundations of the dark gods power and wipe their names from the history books.
Be ever prepared. Your enemy never rests, you must never be unable to answer the call. Abstain from gluttony. Keep your body strong, and your will unbreakable.
No mercy for the wicked. Fiends lack empathy, show them none.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Grim Hunt Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Grim Hunt Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hunter's Mark, Faerie Fire |
| 5th | See Invisibility, Hold Person |
| 9th | Magic Circle, Phantom Steed |
| 13th | Locate Creature, Elemental Bane |
| 17th | Hold Monster, Scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Slayer's Smite. You can use your channel divinity to deliver an earth shattering blow. Whenever you hit a creature with a melee attack you may use your channel divinity to use your Divine Smite feature without using a spell slot, it is cast at the highest available spell slot level. This functions the same as Divine Smite, cast using the highest available level spell slot. The Paladin may choose at the time of casting which of the effects stated below take effect.
Cleanse. An agonizing pain takes them, as they start burning from the inside and white steam can be seen emanating from the creature. The next time you or an ally of yours hits the Cleansed creature with an attack, the creature loses resistance to all of the triggering attack's damage types until the end of its next turn.
Damned. A brutal undying black flame encompasses the creatures form and heavy black crystalline chains bind their limbs. The Damned creature is Restrained, and takes 1d8 Radiant damage if it makes more than one attack during its turn.
Merciless Crippling. As an action, you can use your channel divinity to magically cripple your quarry. Choose a creature within 30ft of you. They must succeed on a Constitution saving throw or have their flying and burrow speeds reduced by 10ft, and their movement speed halved. The effect last for 1 minute, the creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Aura of Will
Starting at 7th level, your magics maim and weaken your enemies. When a creature you can see hits you or an ally within 10 feet of you with an attack, you can use a reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
At 18th level, the range of this aura increases to 30 feet.
Hunter's Presence
At 15th level, you are a master at controlling your foes. As a bonus action you can begin the hunt, until the end of your next turn. Whenever a hostile creature enters or exits your melee range, they must make a Wisdom saving throw. On a failure, the creature's speed becomes 0 for the rest of the turn. In addition if a creature hits you with an melee attack, that creature takes force damage equal to your Charisma Modifier (minimum of 1) if you're not incapacitated.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ultimate Hunter
At 20th level, you can spend an action to summon divine magic transforming you into the ultimate hunter. Your body shifts into an angelic form, You gain the following benefits for one minute:
- You gain flying speed of 60 feet.
- You add your Charisma Modifier to damage rolls.
- Your weapon attacks score a critical hit on a roll of 18-20.
Once you do this, you can't do so again until you finish a long rest.
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