Base Class: Cleric
The Hunt is a concept that has existed since the dawn of life - before the rise of sentient races, before the practice of worship. Those who seek to honor this path do so not through ritual rites, but through the acceptance of their primal selves.
Clerics of this domain thrill in contests of strength and wit, and seek opportunity to prove themselves in competition with others. The most extreme of such have been known to throw themselves into danger, rejoicing in lethal combat, as the moments they feel most alive are those when said life is on the line.
Domain Spells
You gain Domain Spells at the cleric levels listed in the Wildhunt Spells table. See the Divine Domain class feature for how Domain Spells work.
Wildhunt Spells
| Cleric Level | Spells |
| 1st | Find Familiar, Beast Bond |
| 3rd | Barkskin, Enhance Ability |
| 5th | Meld Into Stone, Plant Growth |
| 7th | Locate Creature, Freedom of Movement |
| 9th | Insect Plague, Awaken |
Bonus Proficiencies
When you adopt this domain at 1st level, you gain proficiency with martial weapons.
Unnatural Accuracy
At 1st level, when you make an attack with a weapon that has the Range or Thrown properties, and miss, you can add your Wisdom modifier to the attack roll, potentially turning a miss into a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short or long rest.
Channel Divinity: Wild Panic
At 2nd level, you gain an additional Channel Divinity option.
As an action, you present your holy symbol and force one creature you can seen within 30 ft. of you to make a Wisdom saving throw. On a failure, the target becomes Frightened of you for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Hindering Shot
Starting at 6th level, your accuracy is sufficient enough to target specific areas of the body in order to cripple your targets.
Once per turn, when you hit a creature with a weapon attack, you can apply one of the following options.
- The target's movement speed is halved until the start of your next turn.
- The target has disadvantage on weapon attack rolls until the start of your next turn.
- Saving throws made to maintain concentration as a result of this attack are made with disadvantage.
Divine Strike
Starting at 8th level, you learn to imbue your weapon's strikes with the power of the Hunt. Once per turn, when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 piercing damage to the target. When you reach 14th level, this extra damage increases to 2d8.
Improved Accuracy
At 17th level, the Hunt guides your strikes to the most vital areas of your target.
When you make an attack roll with a weapon that has the Range or Thrown properties, you treat a d20 roll of 19 or 20 as a critical hit.
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