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 stalk 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.
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 your 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.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hunt's End. Whenever you hit a creature with a melee attack, and use your divine smite feature, you can use your Channel Divinity to increase the damage die of the smite to a d10 instead of a d8. If the target is an aberration, fiend, undead, or monstrosity, the die increases to a d12.
You can then re-roll any of those damage dice once.
Merciless Crippling. As an action, you can use your channel divinity to hobble a creature with divine power. Choose a creature within 60ft of you. They must succeed on a wisdom saving throw or have their flying and burrow speeds are reduced to 0, and their movement speed halved for one minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Grim Hunt Spells
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Beacon of Defiance
Beginning at 7th level, whenever you or a friendly creature within 10 feet of you is under the effects of a spell or other effect that allows it to repeat a saving throw at the start of its turn, possibly ending the effect early.
The Living Inevitable
Starting at 15th level, You can no longer be charmed or paralyzed, and you can't be sensed or scryed upon by divination magics unless you want to be.
Champion of the Grim Hunt
At 20th level, you learn to summon the divine magic necessary to assume a monstrous form of your own. Using your action, you undergo a transformation, for 1 minute, you gain the following benefits:
- Your size increases by one category, and your strength score increases by 4.
- Your weapon attacks score a critical on a roll of 18-20 if the target is an aberration, a fiend, an undead, or a monstrosity.
- A hostile creature that starts its turn within 10 feet of you has disadvantage on ant attack roll that isn't against you.
Once you use this feature, you can’t use it again until you finish a long rest.
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