At 3rd level, a paladin gains the Sacred Oath feature. The Oath of the Hunt is another option available to paladins.

Oath of the Hunt

Individuals who swear the Oath of the Hunt recognize that sustenance is a necessary fuel for all mortal undertakings, however many degrees removed it may be. A family thrives when it is well fed, and a people is stable when there is food to be eaten. Paladins of this oath, sometimes called hunters, take upon themselves the sacred responsibility of providing for the physical nourishment of their people.

A hunter exists in a paradoxical balance between the responsibility to sustain life and the skillful art of death, between a duty to feed their people and a respect for the animals they slay. In this equilibrium of allegiance, hunters discover a kind of meditative sanctity, and the oath becomes a sacred thing through which they channel divine power.

Tenets of the Hunt The tenets of the Hunt are unyieldingly austure and are exactly obeyed. A hunter's responsibility for others' lives makes nonchalance dangerous. Purpose. Slaughter is not sport. You only slay creatures with good reason. Dignity. A hunt should be a reverent experience. Offer your respect to the beast which gives its life for yours. Humility. Your skill and labors are admirable, but praise is not your lot. Remember that you are always indebted to other living creatures, all around you. Stewardship. Honor your duty to the people you have sworn to keep safe and fed. Uphold your responsibility to respect and maintain the wilderness from which you reap.

Oath Spells You gain oath spells at the paladin levels listed. Oath of the Hunt Spells Paladin Level Spells 3rd ensnaring strike, speak with animals 5th enhance ability, locate animals or plants 9th haste, sleet storm 13th greater invisibility, polymorph 17th destrucive wave, hold monster

Channel Divinity When you choose this sacred oath at 3rd level, you gain the following two Channel Divinity options. Power of the Hunt. You can use your Channel Divinity to pounce upon distant quarry. As a bonus action, you can move up to 60 feet toward one hostile creature that you can see without provoking opportunity attacks. The next time you hit this creature with a melee weapon attack before the end of your current turn, it must make a Strength saving throw. If it fails the saving throw, it takes additional force damage equal to your paladin level, and you can begin to grapple it without making an ability check. If the creature succeeds, it takes half as much damage and experiences no other effect.

















Cunning of the Land.

As an action, you use your

Channel Divinity to whisper a simple

prayer, calling on the land itself to lead you. For 1

hour you gain darkvision out to a range of 60 feet, and

you have advantage on ability checks you make using one of the following skills of your choice: Animal Handling, Invest-igation, Nature, Stealth, or Survival. If you already have darkvision, the range of your darkvision increases by 30 feet for the duration.

Aura of Snares At 7th level, you and friendly creatures gain a bonus to ability checks made to grapple a creature equal to your Charisma modifier (minimum of +1) while you are conscious. At 18th level, the range of this effect increases to 30 feet.

Death Grip Beginning at 15th level, you can attempt to grapple a creature as a bonus action, and while grappling, your size is considered to be Huge.