Cleric
Base Class: Cleric

You channel the power of a god or goddess of the hunt, allowing you to relentlessly track your prey and defeat designated enemies.

Domain Spells

You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain spells work.

Hunt Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons. Additionally, you become proficient in one of the following skills: Perception, Investigation, Nature, Survival, or Stealth.

Hunter's Pounce

Also starting at 1st level, whenever you roll initiative, you add your Wisdom modifier to the result of the roll. 

Channel Divinity: Mark Prey

Starting at 2nd level, you can use your Channel Divinity to designate a specific creature as your prey.

As a bonus action, you choose a creature you can see within 60 feet of you. For the duration, your attack rolls against that creature have advantage, and you always know where that creature is if they are within 1 mile of you. This effect lasts for 10 minutes, or until you use it again on a different creature. 

Relentless Hunter

Beginning at 6th level, when you make a weapon attack against a creature marked with your Hunter's Prey feature, you can make a second weapon attack against that creature as part of that action. 

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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Weak Spot

Starting at 17th level, whenever you hit a creature with an attack roll, if you had advantage on the attack, the attack is considered a critical hit. A creature can only be critically hit by this feature once round. 

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