Cleric
Base Class: Cleric

Hunting can be viewed as a duty to feed the hungry or bring balance to the cycle of nature. It can also be a necessity for slaying creatures that serves as a threat to endangered creatures. Gods of hunt oversees the balance between predators and their prey. Clerics who serve these gods enforces the balance of hunting in not only natural terrains, but also in civil societies, be it bounty hunters or serial murderers.

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

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons. You also gain proficiency in two skills of your choice from the following list: Investigation, Nature, Perception, Stealth, Survival.

Hunter's Sense

At 1st level, you can also use your divine magic to focus on your awareness on the area around you. As an action, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. Until the end of your next turn, you know the location and the creature type of any being whose presence you sense, but not its identity.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Ire of the Pack

Starting at 2nd level, you can use your Channel Divinity to mark a foe for death. As a bonus action, you can spend a charge of your Channel Divinity to have a hostile creature suffer an extra 1d4 radiant damage whenever you or any of your allies hit it with an attack. This effect lasts for 1 minute.

After marking an enemy once, you can use a bonus action on any subsequent turns to spend another charge of your Channel Divinity on the same creature that is already affected by this feature. Each additional charge will increase the extra damage suffered by the creature by 1d4.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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 poison damage. When you reach 14th level, the extra damage increases to 2d8.

Divine Hunter

At 17th level, your lethal strikes grants you your deity's favour. Your attacks score a critical hit on a roll of 19 or 20.

Also, whenever you score a critical hit, you regain an expended charge of your Channel Divinity feature.

Previous Versions

Name Date Modified Views Adds Version Actions
3/16/2021 9:12:07 PM
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