Base Class: Paladin
The Oath of the Grim Hunt is a calling that requires 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 into hunting down the monstrous,the wicked, and the mutated, destroying them with 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. 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 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
Merciless Crippling: As an action you can use your channel divinity to hobble a creature with divine power. Choose a creature within 60 ft of you, they must succeed a wisdom saving throw or have there speed reduced by half for a minute
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 then end of each it's turns, it can instead repeat the saving throw at the start of it's 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 magic 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 from of your own. As an action, you can gain the following benefits for 1 minute:
- Your size increases by one category, and your strength score increases by 4.
- Your weapon attacks score a critical roll of 18-20 if the target is an aberration, a fiend, an undead or a Monstrosity.
- A hostile creature that starts it's turn within 10 feet of you has disadvantage on any attack roll that isn't against you .
Once you do this, you can't do so again until you finish a long rest.
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