WILD DOMAIN

The archer stalks quietly, arrow nocked and bowstring drawn, a weapon waiting in the wings; the jungle cat pads silently through the trees, ready to pounce at a moment’s notice; the wolf lowers their nose to the ground, following their prey to phenomenal lengths. Gods and goddesses of the wilds rule over the hunt, the cycle of predation and prey, and the primal energies that inform the creation of nature itself.

There is much overlap between nature deities and wild deities. The difference is usually in their method: a nature deity, like Pan, is much more focused on protecting nature and allowing life to flourish, while a wild deity, like Artemis, is a patron to rangers and concerns herself more with death, hunger, and the thrill of the chase. Examples of Wild Domain deities include Malar, Silvanus, Balinor, Sekolah, Artemis, and Uller.

WILD DOMAIN FEATURES

Cleric LevelFeature
1st Hunter’s Training
2nd Channel Divinity: Prey of the Godly
6th Fleet-Footed Predator
8th Divine Strike
17th Avatar of the Hunt

DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Wild Domain Spells table. See the Divine Domain class feature for how domain spells work.

WILD DOMAIN SPELLS

Cleric LevelFeature
1st ensnaring strike, hunter’s mark
3rd find traps, pass without trace
5th conjure animals, conjure barrage
7th freedom of movement, guardian of nature
9th commune with nature, steel wind strike

HUNTER’S TRAINING

At 1st level, you gain proficiency with martial weapons and with one of the following skills: Animal Handling, Nature, or Survival.

CHANNEL DIVINITY: PREY OF THE GODLY

Starting at 2nd level, as an action, you can present the holy symbol of your deity and mark a creature you can see as the prey of your divine hunt. For 24 hours or until the target dies, you gain the following benefits:

● You always know the direction of your prey and its distance from you.

● Your prey has disadvantage on Dexterity (Stealth) checks made to hide from you.

● Your weapon attacks deal additional damage to the target equal to your Wisdom modifier (minimum of zero).

You can only track a single creature at a time in this way. Choosing a new creature to track ends the effect on the first creature. A creature freed from the influence of this feature in this way is immune to its effects for 24 hours.

FLEET-FOOTED PREDATOR

At 6th level, you are blessed with the gifts of a honed predator. While you are not wearing heavy armor, your movement speed is increased by 10 feet. Addditionally, other creatures have disadvantage on Wisdom (Survival) checks made to track you, as you barely leave tracks.

DIVINE STRIKE

At 8th level, once on each of your turnswhen you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

AVATAR OF THE HUNT

At 17th level, you have become a champion of the hunt. Your movement now leaves no traces, making you impossibleto tack without a line of sight. Additionally, your Channel Divinity: Prey of the Godly feature improves.There is no longer a 24 hour limit on the feature. It now lasts until it is dispelled or the target dies.


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