Base Class: Paladin
TENETS 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 histories.
Be ever prepared: Your enemy never rests, but you must never be unable to answer the call. Abstain from drink, and gluttony. Keep your body strong, and your will unbreakable.
No mercy for the wicked: Your enemies lack empathy and mercy. Have none and show them none.
Grim hunt Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Slayer's Smite: Whenever you hit a creature with a melee attack, and use your divine smite feature, you can use your channel divinity to increase your damage die by 1 to a maximum of d12 (E.g d8 to d10) and if it is an aberration, fiend, undead or monstrosity, the die increases twice.
Merciless Crippling: As an action you can use channel divinity to cripple a creature within 60ft of you. A creature you target must succeed on a wisdom save or their movement speed is halved for a minute, and their burrowing, flying or swimming speeds are reduced to 0 if they have any.
Beacon of Defiance
Beginning at 7th level, your divine magic gives you and your allies safety from the magic of evil. Whenever you and a creature start their turn within 10 feet of you, they can attempt a saving throw to end a spell or other effect on them, only if it requires a saving throw.
At 18th level, the range of this aura increases to 30ft
The Living Inevitable
Starting at 15th level, you can no longer be charmed or paralyzed, and you can no longer be detected or sensed in any way by divination magic unless you choose to be.
Champion of the Grim Hunt
At 20th level, you can spend an action to assume a monstrous form of your own to fight fire with fire. You gain the following benefits for one minute.
- You become large and increase your strength to 24
- Weapon attacks made against aberrations, fiends, undead or monstrosities, critically hit on 18 or higher.
- Hostile creatures that start their turn within 10 feet of you have disadvantage on attacks against anything that isn't you.
Comments