Base Class: Cleric
In every culture, in every part of the globe, it is an inate aspect of mortality to desire, to feed. It is this exact instinct that these gods thrive on. Whether the god is quite litterally a god of the hunt, such as Artimis, Neith, or Skaöi, or some sort of powerful Fey, a being who has given you the power to manuever the wilderness with the skill of the creatures that you hunt. You could also have gained this power from a more sadistic being, treating urban environments as your stalking grounds.
Domain Spells
1st: Ensnaring Strike, Hunter's Mark
2nd: Find Steed, Summon Beast
3rd: Elemental Weapon, Spirit Shroud
4th: Elemental Bane, Faithful Hound
5th: Far Step, Swift Quiver
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons, as well as the Survival skill.
Mystic Bane
Also starting at 1st level, you gain a near divine ability to adapt to whatever you're hunting. As a bonus action, you can target a creature within 60ft of you. For the next minute, that creature loses resistance to one type of damage. You can use this ability an amount of times equal to your Wisdom modifier. You regain these uses on a Long rest.
Channel Divinity: Hunters Quarry
Starting at 2nd level, you can use your Channel Divinity to track down a creature and make sure this day is its last.
As an action, you can select a target that you have either seen yourself, or have seen a sign of their passing, such as tracks or blood, and for the next 24 hours, you have advantage on any and all checks to follow them. You also add your Wisdom to damage rolls against this target during this time. You cannot have more than one target tracked at one time.
Natures Bounty
Beginning at 6th level, your understanding of the natural world and your knack for preperation have given you a skill when it comes to potion making. When searching for ingrediants to make potions, you have advantage. Also takes half of the time to craft potions.
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, lightning, or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Absolute Termination
Starting at 17th level, when you make an attack roll with advantage against a creature that is affected by your Hunters Quarry and you hit, the attack is considered a critical hit.
Comments