Cleric
Base Class: Cleric

Predator and prey and their roles have existed since time immemorial. As such, the gods of the hunt are among the oldest forms of divinity. Clerics that follow these gods revel in the art of hunting, and find the methodical process of planning, tracking, stalking, and going for the kill to be akin to a sacred rite -- a divine act that brings one closer to their god. 

Hunter Domain Spells

Cleric Level Spells
1st hunter's mark, find familiar
3rd pass without trace, locate animals or plants
5th nondetection, conjure barrage
7th locate creature, freedom of movement
9th treestride, commune with nature

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with both longbows and scimitars.

Acolyte of the Huntress

When you select this domain at 1st level, you gain expertise in the Nature skill. 

Your religious study and practice also enable you to hunt beasts with ease. You have advantage on Wisdom (Survival) checks to track beasts, as well as Intelligence checks to recall information about them.

Channel Divinity: Creature Sense

Starting at 2nd level, you can use your Channel Divinity to sense the attributes of your quarry (and other creatures).

As an action, you present your holy symbol and allow your connection with your god to inform you about the creatures around you that you can see. You immediately learn the type of a number of creatures within 90ft of you, as well as their damage immunities, resistances, and vulnerabilities. If a creature is protected from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. 

The number of creatures you may target with this Channel Divinity is equal to your Proficiency bonus. 

Weaken Target

Starting at 6th level, you can channel your god's will to weaken your target. When you or one of your allies fails an attack roll against a creature you have targeted with Hunter's Mark, you may use your reacton to impose disadvantage on the creature and the attack may be rerolled once.  

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Hunter

At 8th level, you gain the ability to hunt your quarry 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 2d4 radiant damage to the target. When you reach 14th level, the extra damage increases to 4d4.

Master of the Hunt

Starting at 17th level, when you target a creature with your Hunter's Mark spell, the prey is further exposed to your attacks. The marked creature suffers disadvantage on all saving throws it makes on your turn, and your attacks against it are rolled with advantage.

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