Cleric
Base Class: Cleric

Gods of the hunt expect their followers to not only respect the natural world, but to master it. They may revel in the pleasure of hunting and killing a target, or they may see it as a grim necessity of survival. Gods with the hunt domain include Artemis, Silvanus, Sobek, Odin, and Uller.

Hunt 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
Cleric level Spells
1st guiding bolthunter's mark
3rd pass without tracesilence
5th clairvoyanceconjure animals
7th dominate beastlocate creature
9th scrying, tree stride

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Huntmaster

Also at first level, you have mastered the art of living in the wilds. You gain proficiency in the Survival skill, and you have advantage on Wisdom (Survival) checks made to hunt or track beasts.

Channel Divinity: Inescapable Hunter

Starting at 2nd level, you can use your Channel Divinity to stop your quarry in its tracks. When you hit a creature with a weapon attack on your turn, you can use your Channel Divinity as a bonus action to reduce that creature's speed to 0 until the start of your next turn.

Relentless Pursuit

Starting at 6th level, you can use your reaction to make a single weapon attack against a creature you can see when it attempts to move to a location you cannot see.

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

Silent Stalker

At 17th level, your footsteps no longer make sound when you walk. When in dim light or darkness, you can use an action to become invisible for 1 minute or until you cast a spell or make an attack. You become visible again if exposed to bright light.

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