Base Class: Cleric
Hunter Domain.
Immortals can be found on any plane and can be of any race and size. Some are good, some are evil. Most have an unfair advantage over those they encounter and will exert dominance over them, be it benevolent or not. Most gods have a few of these creatures working for them and some are created by accident. The undead are counted amongst them and so are demons, devils and angels. The god of death, Kelemvor hates these immortals with his entire being and has therefore created the hunter domain for his followers. A few years after Kelemvor took over from his predecessor Cyric, he found out that Cyric had countless liches, hags and other dark immortals still working to further his designs. Therefore Kelemvor plucked a handful of souls form the everlasting stream and trained them personally in the art of the hunt, and creation of the tools to hunt down these creatures. A cleric for Kelemvor can now choose to bond with one of these souls, and learn the secrets of the hunt.
Bonus Proficiencies
When you choose this domain at 1st level, you bond with the soul of an immortal hunter and gain its proficiences in heavy armor and martial weapons.
Forger of the wheels of balance
Also starting at 1st level, the symbiont immorals soul of the hunter grants you its skill. You become proficient with smithing tools, and you have the knowledge to create 2 different balance wheels. you gain the knowledge of one extra wheel at level 3, and again at level 6. Wheels of balance are an extension of the power of the immortal soul of the hunter and are useless to anyone but the hunter.
Wheel of capture
This wheel incorporated in a trap or bola, gives advantage to ensnaring targets, and gives them disadvantage on escaping. having knowledge of this wheel grants you extra survival knowledge.
Wheel of Combat
this wheel grants you a legendary weapon attack at the end of an enemy's turn. after this attack the wheel crumbles. Knowledge of this wheel makes the connection to your hunter soul so strong, you can use it to lash out an enemy as a bonus action during your turn.
Wheel of detection
A wheel made of metal, ingraved with the knowledge of immortal souls and their practises. The wheel starts glowing in the presence of an immortal and makes a ringing sound around people that have been affected by one recently. Having the knowledge to create this wheel enhances your perception.
Wheel of protection
This wheel gives of a constant weak flow of magical knowledge on immortal's and their tactics in combat, making your reactions in battle slightly more fluent and precise and giving you advantage on a Dex saving throw after which the wheel breaks. Knowledge of this wheel grants a bonus to your AC.
Wheel of the Saviour
This wheel can stabilise any creature that is dying, cure most diseases or lift a single curse. Knowledge of this wheels creation grants you the ability called Saviour's wink, that allows you to heal an ally for a small amount as a bonus action on your turn.
Wheel of truth
When an immortal being has a clear line of sight to this wheel, it is magically compelled to tell the truth. having knowledge of this wheel enhances your insight.
Wheel of Vitality
This wheel has a heath pool of 12 points that will absorb damage. When the pool runs out, the wheel breaks. knowledge of this wheel makes you more vital.
Channel Divinity: Voice of the Hunt
As an action, you can either use Channel Divinity and present your holy symbol and utter a short hyme to restore up to {{classlevel*5#unsigned}} HP to any creature within 30 ft. or utter a powerful shout and inflict {{classlevel*1#unsigned}}d6 force damage and paralyse a single enemy within 30 ft of you.
Assault on the Soul
Starting at level 6, When you inflict damage with a spell of 1st level or higher, you do extra damage equal to your class level if the target is not immortal, and equal to three times your class level to an immortal.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Immortal safeguard
Starting at 17th level, When an ally drops to 0 hit points within 30 ft of you, your immortal hunter souls stabilises the ally and restores 10 hit points. This feature can only be used a certain number of times equal to your Constitution modifier (minimum of one). all used are regained after a long rest.
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