Oath of the Grim Hunt

The Oath of the grim hunt is a calling that requires its followers to seek out and destroy the many evils the 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.

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 hunters mark, faerie fire
5th see invisibility, hold person
9th dispel magic, magic circle
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.

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 any of the damage dice 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 wisdom saving throw or have their flying and burrowing speeds are reduced to 0, and their movement speed halved for one minute

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, you can 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 (MM 17), 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, and lose resistance to any damage types.

Once you use this feature, you can't do so again until you finish a long rest.