Cleric Domain: Hunt
Cleric Domain: Hunt
All gods of the hunt relish the chase. They promote
the ideals of a journey: finding a quarry, learning its
habits, and finishing it with a swift, precise blow.
Clerics of these gods might bless nobles before
a hunt, work as mercenaries tracking dangerous
monsters through the wilderness, or be employed
as scouts within armies. They are adept at finding
their prey and, once located, use their magic to
ensure they are never outrun. Such priests teach
that all useful materials must be harvested and consumed
to properly honour a quarry and to ensure
the gods’ blessing during the next foray into the
wilds.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
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starting equipment:
spellcasting:
class features:
subclass options:
Hunt Domain Spells
Cleric Level--------------------------------Spell
1st-----------------------ensnaring strike, longstrider
3rd-------locate animals and plants, pass without trace
5th-----------------------------conjure animals, haste
7th-------------freedom of movement, locate creature
9th----------------commune with nature, hold monster
Bonus Proficiency
1st-level Hunt Domain feature
You gain proficiency with two martial weapons of
your choice. You also gain proficiency in one of the
following skills of your choice: Animal Handling,
Nature, or Survival.
Mark Prey
1st-level Hunt Domain feature
As a bonus action, you choose a creature you can
see within range and mystically mark it as your
quarry for the next hour. For the duration, you deal
an extra 1d6 damage to the target whenever you hit
it with a weapon attack, and you have advantage
on any Wisdom (Perception) or Wisdom (Survival)
check you make to find it. If you use this feature
to mark a new creature, any previous marks disappear.
Channel Divinity: Honed Instincts
2nd-level Hunt Domain feature
You can use your Channel Divinity to gain preternatural
insights into one creature you can see
within 120 feet of you (no action required).You can
choose one of the following lists of information to
learn about the target when you use this Channel
Divinity:
• Proficiencies. You learn the saving throws and
skills with which the creature is proficient.
• Physiology. You learn the creature’s damage
resistances, immunities, and vulnerabilities, as
well as its condition immunities.
In addition, the next time you hit the target with
a weapon attack within the next minute, you deal
the attack’s maximum damage instead of rolling.
Pack Hunter
6th-level Hunt Domain feature
You learn to work with other hunters, helping them
avoid your quarry’s blows, or striking with greater
ferocity. As a reaction, you can embolden creatures
friendly to you with your hunters’ instincts, issuing
either the ‘kill’ or ‘retreat’ command. You have a
number of uses of this feature equal to your Wisdom
modifier (minimum 1) and regain all expended uses
when you finish a Short or Long rest.
• Kill. When a creature other than you hits a
target which is currently affected by your Mark
Prey feature, you can use your reaction to deal
the bonus damage to the creature.
• Retreat. When the target of your Mark Prey
feature targets a creature that you can see
within 60 feet of you with a melee attack, you
can use your reaction to embolden the creature.
If the creature is willing, it can use its reaction
to move up to half its speed without provoking
opportunity attacks immediately before the
attack occurs.
Unflinching Mark
8th-level Hunt Domain feature
The bonus damage of your Mark Prey feature
increases to 2d6. When you reach 14th level, the
bonus damage increases to 3d6.
Rite of the Hunt
17th-level Hunt Domain feature
At 17th level, you can compel a creature to chase
or avoid you. As a bonus action while you can see
the target of your Mark Prey and it is within 120
feet of you, you can force the creature to make a
Wisdom saving throw against your cleric spell save
DC. On a failure, you choose for the creature to be
afflicted by either Chase or Avoid for the next minute.
The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
These effects are suppressed while you can’t see
the creature and the effects end early if the creature is
no longer affected by your hunter’s mark. A creature
that succeeds on a saving throw against this ability
is immune to its effects for the next 24 hours.
• Chase. The creature is drawn to you. For the
duration, it has disadvantage on attack rolls
against creatures other than you, and must
make a Wisdom saving throw the first time it
attempts to move to a space that is more than
30 feet away from you on a turn. On a failed
save, it can’t move more than 30 feet away from
you that turn. On a success, this effect doesn’t
restrict the target’s movement for that turn.
• Avoid. The creature is repelled by you. For
the duration, it has disadvantage on attack
rolls against you, and must make a Wisdom
saving throw the first time it attempts to move
to a space within 30 feet of you on a turn. On
a failed save, it can’t move within 30 feet of
you that turn. On a success, this effect doesn’t
restrict the target’s movement for that turn.
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