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
1st - entangle, hunter's mark
3rd - pass without trace, see invisibility
5th - conjure animals, haste
7th - dominate beast, greater invisibility
9th - commune with nature, 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, while Concentrating on a spell against a hostile creature, you increase your speed by 10ft. Once per turn, if you use a weapon attack on the creature you are targeting, you add your Wisdom modifier to the damage dealt.
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.
Previous Versions
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7/30/2020 3:31:18 PM
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7/30/2020 3:42:30 PM
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