Base Class: Paladin
Tenets of Grim
The tenets of the Oath of the Grim vary by paladin, but all the tenets revolve around protecting the dead and hunting those who dare disturb their rest. Paladins who uphold these tenets usually live lonesome lives, dedicating themselves to graveyards or cemeteries. The core principles of the tenets are brutally simple.
Rest In Peace. Souls shall not be disturbed after leaving the mortal plane, and spirits that remain shall be sent the beyond.
Toll The Dead. Listen and heed the wisdom and words of those from beyond.
Bell Tolls For Thee. Those who choose to interfere with the deceased shall be hunted down.
Oath of the Grim Spells
An Oath of the Grim paladin loses previously gained oath spells and instead gains the following Oath of the Grim spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | fog cloud, bane |
| 5th | augury, see invisibility |
| 9th | blink, speak with dead |
| 13th | faithful hound, blight |
| 17th | hallow, commune |
Channel Divinity
An Oath Of The Grim paladin of 3rd level or higher gains the following two Channel Divinity options.
Calm The Departed. As an action, you force any undead within 30 ft. to make a CHA saving throw. On a failed save, targets become indifferent about creatures of the paladin’s choice that they were hostile towards. This indifference ends if the targets are attacked or harmed by a spell, if it witnesses any of its allies being harmed, or after 1 minute has passed. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Harrowing Howl. As an action, the paladin bellows out from beyond the grave. As an action, each creature the paladin does not identify as an ally within 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). On failure, targets are subjected to confusion can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
- 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
- 2-6: The creature doesn't move or take actions this turn.
- 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
- 9-10: The creature can act and move normally.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. until the end of the target’s next turn.
Each creature the paladin identify as an ally within 30 ft. have advantage on attack rolls while within 5 ft. of you or another ally that isn’t incapacitated for 1 minute.
Otherworldly Senses
Starting at 7th level, the paladin gains advantage on Perception Checks relying on hearing and smell. The paladin also is able to detect otherworldly entities and magic within 10 feet, but unable to determine any other information besides the presences that would otherwise be gained from spells.
At 18th level, the range of this effect increases to 30 feet.
Baneful Smite
Baneful Smite. At level 15, when the paladin hits a creature with a melee weapon attack in which Divine Smite is added, they can place a curse on a creature. Until the spell ends, you deal an extra 3d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
Once this feature is used, it can’t be used again until a long rest is finished.
Grim Rites
Grim Rites. Once per long rest, as an action, you can surround yourself with a 30-ft. aura of haunting fog for 1 minute, reducing any bright light in the aura to dim light. Whenever an enemy starts its turn in the aura, it must make a WIS saving throw (DC {{savedc:cha}}) or become frightened. While the aura lasts, you transform into a Grim. This transformation last until the aura dissipates or you become incapacitated, at which put you return back to your original form.
After activating the aura, you can’t do so again until finishing a long rest.
Grim Transformation
Grim Transformation. After performing the Grim Rites, your flesh becomes thick with fur, claws extend from your fingers, and gnawing fangs grow in your mouth. While transformed, the following benefits are applied:
- You have advantage on Strength checks and Strength saving throws, and you have a +5 bonus to melee damage rolls.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Reaping Strike. Your unarmed strikes deal 1d10 slashing damage and you can make one additional unarmed strike as a bonus action. You can apply your Divine Smite feature to your unarmed strikes.
Previous Versions
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5/31/2024 1:12:04 AM
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Coming Soon
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