Base Class: Cleric
Gods of this domain value skilled hunters and apex predators above all else, whether it be as a tracker of cunning fiends and monsters, a slayer of mighty beasts, a marksman called upon to follow criminals, or a simple hermit obtaining their food.
There aren’t a lot of deities that are from the Hunt domain specifically, it is usually an aspect of the domains of a variety of gods. Nature deities have the Hunt in their portfolios due to how common and important it is on the wilderness, while gods of justice rely on their Hunt clerics to track down criminals, and so on. A lot of treasure hunters, monster slayers and paladins sworn to vengeance belong to this domain, as well as investigators and guards, as they all use their magic to find, stalk, weaken and entrap their prey with the wrath of the gods.
Domain Spells
Hunt Domain Spells
| Cleric LEVEL | SPELLS |
|---|---|
| 1st | Bane, Sleep |
| 3rd | Blindness/Deafness, Detect Thoughts |
| 5th | Dispel Magic, Slow |
| 7th | Arcane Eye, Locate Creature |
| 9th | Scrying, Wall of Force |
On Your Tracks
Beginning when you first pick this domain at 1st level, you use your divine power to find and fight your prey. You gain proficiency in the Survival skill if you don't have it already, and your proficiency bonus is doubled for all checks made with that skill.
In addition, you gain proficiency with martial weapons.
Channel Divinity: Divine Quarry
Starting at 2nd level, you can choose a creature you can see within 120 feet of you as a bonus action, marking it as your divine quarry and expending your Channel Divinity. Choose one of the two options on how your quarry's affected.
Chased. The mark lasts for up to 8 hours, you know the general direction of the creature, and you have advantage on any Wisdom (Perception) checks to find it, and advantage on Wisdom (Survival) checks you make to find it. You, and creatures within 10 feet of you, have advantage on Dexterity (Stealth) checks made to hide from the marked creature. You have advantage on initiative if the marked creature also rolls initiative, afterwhich the mark ends.
Hunted. The mark lasts for up to 10 minutes, you aren't affected by the drawbacks of them being affected by the invisible condition, and when you first activate it, you immediately learn if they have any damage vulnerabilities, damage resistances or damage immunities, as well as condition immunities. Once per turn, when you deal damage to the marked creature with a domain spell or a weapon attack, the creature takes additional radiant damage equal to 1d4 + half your cleric level (rounded down). The marked creature being reduced to 0 hit points causes the mark to fade, and you gain temporary hit points equal to twice your cleric level.
Hunting Pack
At 6th level, the power of the hunt bolsters both you and your allies when the time is right. Whenever you activate your Channel Divinity: Divine Quarry, you reduce a hostile creature to 0 hit points or you score a critical hit on a weapon attack, you and allied creatures within 10 feet of you gain temporary hit points equal to your cleric level. As long as a creature has temporary hit points gained this way, their speed increased by 10 feet and they have advantage on saving throws against being frightened.
Furthermore, whenever this feature activates, your next weapon attack is made with advantage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Apex Predator
At 17th level, you've become the best hunter of all. Whenever a creature becomes affected by your Channel Divinity: Divine Quarry or fails a saving throw against any of your domain spells, once per turn, it must succeed on a Wisdom saving throw against your spell save DC. On a failed safe, it becomes frightened of you, and they can repeat the saving throw at the end of each of their turns. As long as a creature frightened by this feature ends their turn within 15 feet of you, its speed is reduced to 0 for as long as they are frightened.
Furthermore, as long as a creature with temporary hit points granted by your Hunting Pack feature ends their turn within 10 feet of you, their next attack's critical hit range is increased by 1 (if they have no bonuses to their critical hit range, they score a critical hit on a 19 or 20 on the d20. If they do, such as a Fighter Champion's bonus, the number in which they score a critical hit on the d20 is increased by 1, from 19 and 20, to 18, 19 and 20).
Finally, whenever you reduce a hostile creature to 0 hit points, you regain a number of hit points equal to your cleric level.
Previous Versions
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