Base Class: Cleric
Those who follow the Hunt Domain are as varied as the different methods of hunting. The act of hunting itself, is often seen as a sacred act for the purpose of protecting others, and to acquire food for a community. Others may focus on other aspects of the hunt, such as using it as a means to acquire power, wealth, and glory. This has lead the gods that fall under this domain to vary, including such gods as Artemis, Balinor, Bane, Bhaal, Malar, Odin, Silvanus, and Uller.
Domain Spells
1st-level Hunt Domain feature
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Hunt Domain Spells
Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
1st-level Hunt Domain feature
You gain proficiency with martial weapons, and one of the following skills; Nature, Perception, Survival, or Stealth.
Assisted Strike
1st-level Hunt Domain feature
Your god grants you the ability to guide the strikes of your allies. You can use your bonus action to give a creature of your choice (including yourself) within 60 feet of you advantage on their next attack roll within 1 minute.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Weaken Target
2nd-level Hunt Domain feature
You can use your Channel Divinity to nullify the defenses of an adversary. As bonus action you can mark a target within 60 feet of you for 1 minute. While the target is marked, you ignore its damage resistances, (but not damage immunities,) and your attacks ignore half cover and three-quarters cover against it.
Relentless Pursuit
6th-level Hunt Domain feature
While you're concentrating on a spell, your walking speed increases by 10. You can also use the Dash or Disengage actions as a bonus action.
Divine Strike
8th-level Hunt Domain feature
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.
Eyes of the Hunt
17th-level Hunt Domain feature
Those whom you seek cannot remain hidden from you. You add the Scrying spell to your list of domain spells. Like your other domain spells, it is always prepared. You can also cast the Scrying spell without expending a spell slot and without material components. When you cast the Scrying spell on a creature that has an effect that hides it from divination magic, you instead sense the general location within 1 mile of the target.
Once you use this feature, you can't use it again until you finish a long rest.
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