Cleric
Base Class: Cleric

The Hunt Domain favors the act of hunting as a ritualistic effort to maintain balance. Whether it is achieved by cornering a dangerous predator preying on the defenseless, providing venison to a community or regulating the population of an invasive specie, the hunt answers to essential values of bravery, steadfastness and respect in adversity.

The Hunt Domain is often associated with gods of nature, beasts, and wilderness. These deities may include individuals such as the Oak Father Silvanus, the Lady of the Lake Artemis, the Hunter Uller or the Lord of Crocodiles Sebek.

Level 3: Bonus Proficiencies

You gain proficiency with the Nature and Survival skills. You have Expertise in those two skills.

Level 3: Call of the Pack

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to designate a creature within 120 feet of yourself as a prime target. Choose creatures within 30 feet of yourself (which can include you) up to a number equal to your Wisdom modifier (minimum of one). Attack rolls performed against the prime target by these creatures have Advantage until the end of your next turn.

Level 3: Hunt Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Hunt Domain Spells table, you thereafter always have the listed spells prepared.

Hunt Domain Spells
Cleric Level Prepared Spells
3 Ensnaring Strike, Locate Animals or Plants, Hunter's Mark, Pass without Trace
5 Leomund's Tiny Hut, Lightning Arrow
7 Freedom of Movement, Locate Creature
9 Swift Quiver, Tree Stride

Level 6: Swift Draw

While a creature within range is designated as a prime target by your Call of the Pack feature, you can take a Bonus Action to perform a weapon attack against that creature until the end of the feature's duration.

Level 17: Embodiment of the Hunt

When you would normally roll one or more dice to deal damage to a creature designated as a prime target by your Call of the Pack feature with a weapon attack, don’t roll those dice; instead use the highest number possible for each die until the end of the feature's duration. For example, instead of dealing 1d10 Piercing damage to a creature with a Heavy Crossbow, you deal 10.

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