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 realm. Often called Grim knights or Knight Slayers, these hunters dedicate themselves, body, mind and soul to hunting down these monsters, the wicked, and the mutilated, 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 ther names from the histories
Be ever prepared: You enemy never rests, but you must never be unable to answer the call. Abstain from drink and gluttony. Keep your body strong and will unbreakable
No mercy for the wicked: Your enimes 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. See the Sacred Oath class feature for how oath spells work.
Oath of the Grim Hunt Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Faerie fire |
| 5th | Misty Step, Hold Person |
| 9th | Dispel Magic, Magic Circle |
| 13th | Locate Creature, Elemental Bane |
| 17th | Hold Monster, Scrying |
Grim Channel Divinity
Slayers Smite: When 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 or fiend, undead or monstrosity, the die increases to a D12
Merciless Crippling: As an action, you can use you 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 burrowing speeds are reduced to 0 and their movement speed is halved for one minute
Beacon Of Defiance
Beginning at 7th level, your divine magic give you and your allies safety from the effects of the abhorrent and the evil. Whenever you or a creature that you choose starts their turn within 10ft 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
The Living Inevitable
Starting at 15th level, You can no longer be charmed or paralyzed, and you can no longer be detected or sensed by divination magic unless you want to be
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 features,
- You become large, and you increase your strength score to 24
- Weapon attacks you make against aberrations, fiends, undead, and monstrosities, critically hit on a roll of 18 or higher
- Hostile creatures that start their turn within 10ft of you have disadvantage on all attacks that are not made against you