Paladin
Base Class: Paladin

Paladins who take the Oath of the Monster Slayer dedicate themselves to the relentless pursuit and eradication of monstrous threats. They are the vanguard against the nightmares that stalk the shadows, the bulwark against the terrors that threaten the innocent. These paladins combine rigorous material training with an encyclopedia knowledge of their prey, using divine power to track, confront, and destroy the creatures that dwell in darkness. Whether it's a vampire lord terrorizing a village or a rampaging beast from the wilds, Monster Slayers stand fearless and resolute, ready to face any horror. Thier unwavering vigilance and unyielding courage inspire those around them, turning the tide against the forces of evil.

Tenants of the Monster Slayer

The tenets of the Oath of the Monster Slayer emphasize vigilance, courage, and the relentless pursuit of evil.

  • Vigilance: Always be on guard, ever watchful for the signs of monsters and their corruption.
  • Courage: Stand fearlessly against the monstrous and the unknown, even when faced with overwhelming odds.
  • Relentless Pursuit: Never stop hunter, never cease your quest until the monsters are eradicated.

Oath Spells

You gain oath spells at the Paladin levels listed.

Paladin Level Spells
3rd Hunter's Mark, Detect Evil and Good
5th Locate Object, Misty Step
9th Bestow Curse, Speak with Dead
13th Locate Creature, Banishment
17th Commune, Hallow

Channel Divinity

Monster Slayer: As a bonus action, you call forth your inner hatred for the monstrous causing all your attacks against a monster type of your choice to deal an extra 2d6 radiant or necrotic damage for 1 minute. Choose one of the following monster types when you take this bonus action: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

Hunter's Grimoire: As an action you can use your Channel Divinity to recall detailed information about a specific type of monster. Choose one type of monster: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. For the next 10 minutes, you have advantage on Intelligence (Investigation) and Wisdom (Survival) checks related to that type of monster.

Aura of Vengeance

Starting at 7th level you gain an aura of 10 feet around you. when an ally within this aura is hit by a melee attack, you may move up to your movment and use your reaction to make one weapon attack against the attacker. Your movement must be towards the triggering attacker and cannot move past them.

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

The Slayer's Strike

Starting at 15th level, when you hit a creature with a weapon attack, you can use your bonus action to apply one of the following conditions to them:

- Stunned
- Prone
- Blind
- Deafened

You may use this feature a number of times equal to your Charisma modifier.

Apex Hunter

At 20th level, you can assume the form of an apex hunter, a paragon of monster-slaying prowess. Using your action, you undergo a transformation for 1 minute. During this time, you gain the following benefits:

  • You have resistance to all damage types except for psychic damage which you are vulnerable to.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • You have advantage on attack rolls against creatures that have less than their maximum hit points.

Once you use this feature, you can't use it against until you finish a long rest. 

During your transformation describe what your Apex Hunter form looks like.

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