Cleric
Base Class: Cleric

When someone is tasked to bring down a deadly creature that threatens the livelihoods of innocent people, it helps to gather as much information as possible. The Hunt Domain is an order of clerics who specialize in setting up traps to thwart the actions of those who would harm the populace. 

Bonus Proficiency

When you choose this domain at 1st Level, you gain proficiency with all martial weapons.

Channel Divinity: Huntsman Influence

As a reaction to one of your glyphs being triggered, you can impose disadvantage on one creature being affected by it. At 8th level you can impose disadvantage on a number of creatures equal to your wisdom modifier.

Glyphs of Ambush

Beginning at 1st level you can inscribe a spell into a visible glyph on the ground that follows the activation requirements of Glyph of Warding. You can cast a number of these glyphs equal to 1+proficiency modifier times per short rest(might change to long rest tbd). If a glyph is triggered with a spell that requires concentration, it lasts until the duration is finished or until another glyph is triggered that requires concentration. This does not take the players concentration. If a creature knows the location of the glyph and are inflicted with the effect, they have advantage on the save. A spell of no higher than 5th level can be casted into a glyph. The glyph takes 10 minutes to cast. 

Glyph Chaos

Beginning at 6th level, you can use an action to manually detonate one of your glyphs within 60 feet of you.

Incarnation of the Hunt

Starting at 17th level you can infuse spells from 6th through 9th level into runes but they take an additional 10 minutes per spell level.

Channel Divinity: Last Resort

You can expend one use of channel divinity to quickly create glyphs equal to your proficiency modifier during combat. All creatures aware of the glyph have advantage on any saving throw required by the spell.

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