Oath of the Grim Hunt

Oath of the Grim Hunt

Paladins of the grim hunt are individuals who dedicate themselves to destroying the greatest monsters and abominations who stalk the land. They are great hunters who fight their quarry as equals: with tough hide and powerful weapons.  

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.  

Oath Spells

You gain oath spells at the paladin levels listed.  

Oath of the Grim Hunt Spells

Paladin Level Spells
3rd longstrider, faerie fire
5th misty step, hold person
9th dispel magic, haste
13th locate creature, elemental bane
17th hold monster, scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Slayer's Smite. You can use your channel divinity to deliver an earth shattering blow. Whenever you hit a creature with a melee attack, you may use your channel divinity to use your divine smite without using a spell slot. The level of the smite equals your highest level spell slot plus one, and there is no limit to the number of d8s that may be rolled for damage.   Wind-back Chase. You can use your channel divinity to grant you the speed of the wind in order to chase your target. Choose any number of creature within 30ft of you. For the next minute, you and your chosen creatures have their speed increased by 10 ft.  

Beacon of Safety

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.  

Steel Hide

Starting at 15th level, if you are dealt damage by an attack or spell made by a hostile creature, you may use your reaction to reduce the damage by an amount equal to your paladin level.  

Chosen Slayer

At 20th level, you can spend an action to become your own kind of monster. You gain the following benefits for one minute:  
  • You and all your equipment becomes large, and you treat your total strength score as a 26.
  • You can't be paralyzed, stunned, or charmed.
  • You can grapple creatures that are up to two sizes larger than you.
Once you use this feature, you can't use it again until you finish a long rest.

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