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.
Some of these paladins go so far as to consort with the twisted powers of dark to gain strength in their unending hunt against the horrors that stalk the night and shadows of the mortal realms. Those who have fallen or were overwhelmed by the darkness within them became fearsome warriors of sinister forces — called Knight Slayers — that bring death and fear to their foes. Many great forces count these grey warriors as their agents of violence. Knight Slayers cover their armor with trophies taken from fallen enemies, a grim warning to any who faces their wrath or has become their next victim. These knights are often most fiercely resisted and viewed with worry and spite by other paladins and holy agents of an order, who believe that the Knight Slayers have wandered too far into darkness.
TENETS OF THE GRIM HUNT
A paladin who takes this oath has the tenets of the grim hunt tattooed on their body.
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 d10's instead of a d8's. If the target is an aberration, fiend, undead, or monstrosity, the die increases to a d12.
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 |
|---|---|
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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 |
Beacon of Cleansing
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 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 you can't be sensed or scryed upon by divination magics unless you want to be.
Divine Monstrosity
At 20th level, as an action, you can take the form of a divine monster for one minute as if under the effects of the shapechange spell. The divine monster has the same statistics as a Planetar, though it lacks the Innate Spellcasting and Healing Touch traits. You choose what this form looks like, and the form cannot be dispelled by magic.
Additionally, while transformed, you radiate an aura of menace while you're not incapacitated. The aura extends 30 feet from you in every direction, but not through total cover. Hostile creatures within the aura can't regain hit points.
Once you use this feature, you can't do so again until you finish a long rest.
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