Cleric
Base Class: Cleric

Predator and Prey and their roles have existed since time immemorial. As such, the hunter gods are among some of the oldest forms of divinity. Clerics that follow these gods revel in the art of hunting, and even find the methodical process of planning, tracking, stalking, and going for the kill to be akin to a sacred rite -- A divine act that brings one closer to their god or gods. 

Domain Spells

1st-level Hunters' Domain feature

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

Hunters' Domain Spells
Cleric Level Spells

1st

hunter's mark, snare

3rd

find steed, pass without trace

5th

conjure animals, flame arrows

7th

dominate beast, find greater steed

9th

steel wind strike, swift quiver

Bonus Proficiencies

1st-level Hunters' Domain feature

You gain proficiency with martial weapons and heavy armor.

Spirit of the Hunt

At 1st level, as a priest of a hunter god, you have been gifted with a spiritual hunting beast to serve as your companion. With this beast by your side, you are quickly recognized as an emissary of the hunter god(s), as well as a true hunter yourself.

As an action, you can magically summon the Spirit Beast that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The spirit beast is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Spirit Beast Companion stat block, which uses your proficiency bonus (PB) in several places.  You can determine the cosmetic characteristics of the beast, such as its species, color, markings or patterns, etc; your choice has no effect on its game statistics.

In combat, the spirit beast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit beast can take any action of its choice, not just Dodge.

The spirit beast remains until it is reduced to 0 hit points, until you use this feature to summon the beast again, or until you die. Anything the spirit beast was wearing or carrying is left behind when the beast vanishes. Once you summon the spirit beast, you can’t do so again until you finish a long rest.

Spirit Beast COMPANION

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your Cleric level (the spirit beast has a number of Hit Dice [d8s] equal to your Cleric level)

Speed 40 ft. Walking, possible 40 ft. Climbing/Flying/Burrowing (Determined by DM)

STR
20 (+5)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)

Saving Throws Str +5 plus PB, Dex +4 plus PB

Rampage When the spirit beast reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one additional attack.

Keen Senses Choose among smell, hearing, or sight. The spirit beast makes perception checks using the chosen sense with advantage.

Senses Passive Perception 14, darkvision 120 feet.

Languages Can understand your languages but cannot speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Attack. Melee Weapon Attack: +5 plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus PB piercing/slashing/bludgeoning (Determined by DM) damage.

Channel Divinity: Pierce the Heart

Beginning at 2nd level, you can use your Channel Divinity to guide an attack to strike true to the very heart of your quarry.

When a creature that you can see within 60 feet of you takes damage, you may use your reaction and present your holy symbol to pierce its heart with a divine arrow. The creature must make a Constitution saving throw against your spell casting DC at the start of its next turn, receiving the same damage taken again on a failure, or half as much on a success.

Channel Divinity: Hunter's Cloak

At 6th level, your Channel Divinity allows you to hide your presence to better stalk your prey. As a bonus action, you may present your holy symbol and instantly vanish from sight. You become invisible for 1 minute or for as long as you maintain concentration on this feature (as if concentrating on a spell).

You may choose to end this effect early. If you do, the next attack you make deals an additional 2d6 radiant damage. You may also choose to cloak your Spirit Beast instead of yourself.

Divine Strike

8th-level Hunters' Domain feature

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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

The Endless Hunt

At 17th level, your god has gifted you the ability to hunt to your heart's content without tiring. Whenever you or your Spirit Beast reduce a creature to 0 hit points, you may use your reaction to regain a use of your Channel Divinity feature. You may use this feature a number of times equal to your Proficiency bonus per short rest.

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