Base Class: Cleric
Gods and goddesses of hunting reign over the pursuit of prey by animal and humanoid alike. Some, like Artemis and Nylea, are good-hearted patrons of those who honor their prey and hunt only what they need to live. Others, such as Malar and Sekolah, are ravenous devourers who relish the hunt itself and consume anything edible, their fanged maws dripping with acidic saliva.
The clerics of the hunting domain teach of the sacred relationship between predator and prey. They know that since before the advent of farming, communities have relied upon the bounties provided by the hunt and its practitioners, just as the bestial hunters of the natural world do. Some even tread both realms, hunting with the aid of formerly-wild beasts. While most revere a particular deity, there are clerics of the hunt who worship old primal gods or animistic spirits instead.
Bonus Proficiencies
At 1st level, you gain proficiency with martial melee weapons with the Thrown property and martial ranged weapons, as well as in one of the following skills of your choice: Animal Handling, Perception, or Survival.
Sacred Pack Tactics
Starting at 1st level, your divine connection to the hunt helps you coordinate better with the members of your hunting party. When you make a weapon attack against a creature and an allied creature that isn't incapacitated is within 5 feet of the target, you can choose to gain advantage on the attack. You must choose before the roll is made.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Commence the Hunt
Starting at 2nd level, you can use your Channel Divinity to bless your projectile as a divine signal that challenges your allies to begin hunting your target.
When you hit a creature with a ranged weapon attack on your turn, you can choose to signal a hunt upon that creature. Until the end of your next turn, the target can't benefit from invisibility and allies have advantage on weapon attack rolls against the target. The first time an allied creature hits the target with a weapon attack during this time, the attack deals extra damage equal to 5 + your cleric level, the attacker regains hit points equal to half that number, and the advantage ends.
Pursue the Prey
At 6th level, you are blessed with divine speed when you pursue the targets of your hunt. When a hostile creature within 30 feet of you moves away from you or a hostile creature leaves the reach of an allied creature within 60 feet of you, you can use your reaction to move up to half your speed towards the hostile creature. You must end this movement closer to the target than you started.
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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
The Endless Hunt
At 17th level, you gain the blessing of a never-ending divine hunt. You can cast the hunter's mark spell at-will, without expending a spell slot or using concentration, and it is a cleric spell for you. When you hit a creature under the effects of your hunter's mark spell and use your Commence the Hunt Channel Divinity, the bonus advantage doesn't end when an ally hits the target.

The updated version of this subclass with fixed spells can be found here https://www.dndbeyond.com/subclasses/990454-hunting-domain