Base Class: Cleric
Gods of the hunt patronize the hunt in varied ways. Some may revel in the savagery of it, some enjoy the competition of the hunt, some feel duty bound to hunt monstrosities that plague the common folk, while others see it as taking what is needed from the bounty of nature. Clerics that follow the gods of the hunt participate in the hunt in similar ways. Gods with the hunt domain include Artemis, Balinor, Malar, and Ullr.
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 | hunter's mark, snare |
| 3rd | pass without trace, locate animals or plants |
| 5th | lightning arrow, blinding smite |
| 7th | freedom of movement, locate creature |
| 9th | swift quiver, holy weapon |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain proficiency with Survival skill.
Opening Strike
Also starting at first level, you gain opening strike when you roll initiative. While you have opening strike, you can make two weapon attacks when you take attack action, you lose opening strike when you do so. Whenever you critically hit with a weapon attack, you regain opening strike at the start of your next turn if you do not already have it. You can only have one opening strike at any given time.
Channel Divinity: Divine Slayer
Starting at 2nd level, you can use your Channel Divinity to call on your deity to guide your attacks. When you hit with a weapon attack on your turn, you can use your Channel Divinity to turn that hit into a critical hit.
Hunter's Focus
Starting at 6th level, when you fail a Constitution saving throw that you make to maintain your concentration on a spell when you take damage, you can use your reaction to give yourself a bonus equal to your proficiency bonus to that saving throw.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Remorseless Onslaught
At 17th level, you gain opening strike at the start of your next turn when a hostile creature dies within 60 feet range of you. You also deal Divine Strike damage with your opening strikes.
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