Base Class: Paladin
The oath of the grim hunt is a calling that requires its followers to seek out and destroy the many evils the 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, and 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 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.
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 divnity 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.
Merciless Crippling: As an an action, you can use your channel divinity to hobble a creature with divine power. Choose a creature within 60ft of you. They must succed 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 Devotion 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 |
Aura 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 creature you choose starts their turn within 10 feet of you, they can attempt to make a saving throw to end a spell or other effect on them if they are able to make one.
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 whenever you use your divine smite feature, the creature you deal radiant damage to has disadvantage on all saving throws it makes until the end of your next turn.
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.
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