Paladin
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. Those who choose the grim path of slaying, live with the risk of falling from their grace and turning into the very monsters they have sworn to eradicate or becoming the ruthless agents of the dark forces.

 

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 forces and wipe their names from the histories.

No Mercy for the Wicked. Your enemies lack empathy and mercy. Have none and show them none. 

Ruhtless in Determination. The world is no place for the weak or foolish, commit the deeds that must be done. Give the enemy no quarter or thoughts of hope.

Beware of the Threat. Be wary, triumphant pride precipitates a dizzying fall. Remind yourself that overconfidence is a slow and insidious killer.

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 dice of the smite to [roll]1d10[/roll] instead of a [roll]1d8[/roll]. If the target is an aberration, fiend, undead, or monstrosity, the die increases to a [roll]1d12[/roll].

You can then re-roll a number of damage dices equal to half your proficiency bonus once.

Merciless Crippling: As an action, you can use your channel divinity to horribly cripple a creature with divine power. Choose a creature within 60ft of you. They must succeed on a Constitution saving throw or have their flying and burrowing speeds reduced to 0, and their movement speed halved for one minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Grim Hunt Spells
Paladin Level Spells

3rd

faerie fire, hunter’s mark

5th

hold person, misty step

9th

haste, dispel magic

13th

locate creature, elemental bane

17th

hold monster, scrying

Beacon of Defiance

Beginning at 7th level, your divine magics give you and your allies safety from the effects of the abhorrent and the evil. 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 end of each of its turns, it can repeat the saving throw at the start of its turn instead, possibly ending the effect early.

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

The Living Inevitable

Starting at 15th level, you can no longer be charmed or paralyzed, and whenever an aberration, fiend, undead, or monstrosity makes a melee attack roll against you they must subtract the number rolled by 3.

Champion of the Grim Hunt

At 20th level, you can spend an action to summon the divine magic to assume a monstrous form of your own. You gain the following benefits for one minute.

  • You become large, and you increase your strength score to 24.
  • Weapon attacks you make against aberrations, fiends, undead, or monstrosities, critically hit on a roll of 18 or higher.
  • Hostile creatures that start their turn within 10 feet of you have disadvantage on all attacks that are not made against you.

Once you use this feature, you can’t use it again until you finish a long rest.