Well, here's another subclass I've been working on. In short, I love the idea of a hunt domain subclass, but most of the time I see it done it usually has too much emphasis on the nature side of the hunting. So I'm trying to make one that can include the natural hunt, but can also be used for other hunters such as assassins and bounty hunters. Due to this, I put more of an focus on features that are based around tracking and granting advantage on attack roles. Let me know what you think, I am curious since this is a fairly popular homebrew idea.
Domain Spells
Starting at 1st level, you gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
When you choose this domain at 1st level, you gain proficiency in the Survival skill, and martial weapons.
Assisted Strike
Also starting at 1st level, when you see a weak point on your foes, you use that knowledge to aid your allies attacks. Once per turn when you have advantage on an attack roll, you can forgo the advantage to give a creature within 60 feet of you advantage on their next attack roll within 1 minute. If the creature hits with the attack, the target takes additional force damage equal to your cleric level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, you learn the True Strike cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet, no longer requires concentration, and you can cast it as a bonus action.
Channel Divinity: Divine Tracker
Starting at 2nd level, you can use your Channel Divinity to heighten your ability to track a target.
As an action, choose a creature that you can see within 120 feet from you. For the next hour, you have advantage on all checks to track the creature. You also always know the distance and direction that the creature is, as long as they are on the same plane as you. This feature ignores spells and other magical effects that would normally hide a creature's presence, such as the Nondetection spell and the Crag Cat's nondetection feature.
Advantageous Movement
Beginning at 6th level, you are always ready to move to a better position when the time arises. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to move up to half your movement. This movement doesn’t provoke opportunity attacks.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eyes of the Hunt
At 17th level, those whom you seek cannot remain hidden from you. You add the Scrying spell to your list of domain spells. Like your other domain spells, it is always prepared. You can cast Scrying without expending a spell slot and without material components. If you target a creature, it has disadvantage on the saving throw and the spell ignores other spells and magical effects that hide a creature from divination magic.
You can use this feature twice and regain all expended uses when you finish a long rest.
This is amazing. I love the theme, and the first level ability is amazing for the rogue in your party. I can't see anything that needs changing.
I like the subclass, but the problem is, that a single dip into this class results in a rogue becoming overpowered to insane levels. It's basically sneak attack damage on every turn. That should really be changed.
This is amazing. I love the theme, and the first level ability is amazing for the rogue in your party. I can't see anything that needs changing.
I like the subclass, but the problem is, that a single dip into this class results in a rogue becoming overpowered to insane levels. It's basically sneak attack damage on every turn. That should really be changed.
I see where you're coming from but also keep in mind that Jeremy Crawford has already stated that rogues are balanced based on doing sneak attack on every turn. With that said, it's not hard to do sneak attack since they also added steady aim in tasha's too.
(I've already thought about putting a "X times per long rest" snippet on that feature)
I like the subclass, but the problem is, that a single dip into this class results in a rogue becoming overpowered to insane levels. It's basically sneak attack damage on every turn. That should really be changed.
Yeah. Maybe remove the true strike?
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Well, here's another subclass I've been working on. In short, I love the idea of a hunt domain subclass, but most of the time I see it done it usually has too much emphasis on the nature side of the hunting. So I'm trying to make one that can include the natural hunt, but can also be used for other hunters such as assassins and bounty hunters. Due to this, I put more of an focus on features that are based around tracking and granting advantage on attack roles. Let me know what you think, I am curious since this is a fairly popular homebrew idea.
Domain Spells
Starting at 1st level, you gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Hunt Domain Spells
Cleric Level
1st
Alarm, Hunter's Mark
3rd
Pass Without Trace, See Invisibility
5th
Clairvoyance, Nondetection
7th
Greater Invisibility, Locate Creature
9th
Commune with Nature, Mislead
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Survival skill, and martial weapons.
Assisted Strike
Also starting at 1st level, when you see a weak point on your foes, you use that knowledge to aid your allies attacks. Once per turn when you have advantage on an attack roll, you can forgo the advantage to give a creature within 60 feet of you advantage on their next attack roll within 1 minute. If the creature hits with the attack, the target takes additional force damage equal to your cleric level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, you learn the True Strike cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet, no longer requires concentration, and you can cast it as a bonus action.
Channel Divinity: Divine Tracker
Starting at 2nd level, you can use your Channel Divinity to heighten your ability to track a target.
As an action, choose a creature that you can see within 120 feet from you. For the next hour, you have advantage on all checks to track the creature. You also always know the distance and direction that the creature is, as long as they are on the same plane as you. This feature ignores spells and other magical effects that would normally hide a creature's presence, such as the Nondetection spell and the Crag Cat's nondetection feature.
Advantageous Movement
Beginning at 6th level, you are always ready to move to a better position when the time arises. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to move up to half your movement. This movement doesn’t provoke opportunity attacks.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eyes of the Hunt
At 17th level, those whom you seek cannot remain hidden from you. You add the Scrying spell to your list of domain spells. Like your other domain spells, it is always prepared. You can cast Scrying without expending a spell slot and without material components. If you target a creature, it has disadvantage on the saving throw and the spell ignores other spells and magical effects that hide a creature from divination magic.
You can use this feature twice and regain all expended uses when you finish a long rest.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
This is amazing. I love the theme, and the first level ability is amazing for the rogue in your party. I can't see anything that needs changing.
I like the subclass, but the problem is, that a single dip into this class results in a rogue becoming overpowered to insane levels. It's basically sneak attack damage on every turn. That should really be changed.
I see where you're coming from but also keep in mind that Jeremy Crawford has already stated that rogues are balanced based on doing sneak attack on every turn. With that said, it's not hard to do sneak attack since they also added steady aim in tasha's too.
(I've already thought about putting a "X times per long rest" snippet on that feature)
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Yeah. Maybe remove the true strike?