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Great Hunt Domain

Domain Spells

1- beast bond, hunter's mark
2- enlarge, pass without trace
3- conjure animals, spirit guardians
4- dominate beast, polymorph
5- awaken, steel wind strike
 

Feral Instincts

Starting at 1st level, you add your Wisdom bonus to Initiative checks and while you are not wearing medium or heavy armor or using a shield, you add it to your AC.  

Primal Knowledge

You can touch a creature as an action, granting it proficiency with one Skill out of Animal Handling, Intimidation, Nature, Perception, Stealth or Survival, or proficency with leatherworker's tools for the next hour. You can use this feature a number of times per long rest equal to your proficiency bonus.  

Channel Divinity: Bestial Form

As an action, you can use your channel divinity to take on a more bestial form for up to 10 minutes, gaining the following benefits:
  • You gain temporary hit points equal to your level.
  • You grow claws and elongated fangs, which you can use to make unarmed strikes using your Strength or Dexterity modifier, dealing 1d8 slashing or piercing damage. You can use them to make an attack as a bonus action, or a second attack when using the attack action starting at 6th level, but not both.
  • You have advantage on Strength, Dexterity and Wisdom checks.
  • Spells you cast do not require verbal components.
While in this form, you cannot speak or understand language, ready a spell or cast spells that require concentration. You can however continue concentrating on spells you have cast before. If you fall unconscious or will yourself to as a bonus action, you return to your form.  

Predator's Presence

At 6th level, once while you are in your bestial form, you can use an action to utter a mighty howl to frighten your prey. Beasts, humanoids and monstrosities of your choosing within 30 ft. must succeed at a Wisdom saving throw or become frightened of you for 1 minute, if they can hear you. While they are frightened, attacks against them have advantage, and they can repeat the saving throw at the end of their turn, ending the effect on a success.
  Alternatively, you can use this ability to assert your status as a mighty hunter, charming beasts or beast-like monstrosities within 30 ft., if they do not succeed at a Wisdom saving throw. They are friendly towards you and your allies as long as you are in your bestial form, and stay so afterwards if you provide them with food.  

Divine Hunter

At 8th level, your claws and fangs grow sharper and your hide grows thicker, allowing you to tear bleeding wounds. While in your bestial form, your unarmed and weapon attacks count as magical and deal another 1d8 necrotic damage. You also gain resistance to bludgeoning, piercing and slashing damage from weapons that aren't silver.
  At 14th level, your unarmed strikes and weapon attacks score a critical hit on a 19 or 20, and when you do, the target takes 2d8 necrotic damage at the start of each of its turns, until it receives magical healing, uses an action to make a successful Medicine check against your spell save DC, or dies.  

Pack Hunt

At 17th level, you can use your bestial form as a bonus action at will, or use an action expending a use of your channel divinity to grant its effects to allies within 30 ft. for the next hour. For every ally who accepts them, you gain another 15 temporary hit points.

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