Paladin
Base Class: Paladin

NOTE: Not my subclass! All credit to u/SethBlackwood on Reddit. I just adapted his subclass for use on D&D Beyond.

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, 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 god's 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.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Grim Hunt Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Grim Hunt Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

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 every smite you use this turn to a d10 instead of a d8. If the target is an aberration, fiend, undead, or monstrosity, you can reroll any of your divine smite's damage die once.

Merciless Crippling. You can use your Channel Divinity to hobble a creature with divine power. Whenever you hit a creature within 60 feet of you with an attack, it must succeed on a Wisdom saving throw or have its flying and burrow speeds reduced to 0, and their movement speed halved for 1 minute.

Beacon of Defiance

 Starting 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, 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't be charmed or paralyzed, and you can't be unwillingly targeted by any divination magic or perceived through magical scrying sensors.

Champion of the Grim Hunt

At 20th level, you learn to summon the divine magic necessary to assume a monstrous form of your own. As an action, you can gain the following benefits for 1 minute:

  • Your size increases by one category – from Medium to Large, for example.
  • Your Strength score increases by 4 to a maximum of 30.
  • Your weapon attacks score a critical hit 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 any 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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