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Hunt

Clerics of the Hunt Domain focus on the power of balance within nature. Nature is an everlasting power built on the foundation of balance, it holds great tranquility but also great bloodlust. Within nature, populations need to be culled, death must occur in order for life to thrive. This is where the Hunt Domain clerics come in, they worship this balance and the gods who maintain it.  
Cleric Level Spells
1st Entangle, Longstrider
3rd Locate animals or plants, Pass without trace
5th Conjure animals, Haste
7th Freedom of movement, Locate creature
9th Commune with nature, Hold monster
Bonus Proficiencies     1st-level Hunt Domain Feature   You gain proficiency with all bows and crossbows. 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 90 feet 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, 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). When you roll initiative, pick one target and you can choose one of the following lists of information to learn about the target:  
  • Proficiencies. You learn the saving throws and skills with which the creature is proficient.
  • Physiology. You learn the creature’s 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 hungers, helping them avoid your quarry’s blows, or to strike with greater ferocity. As a reaction, you can embolden creatures friendly to you with your hunter’s instincts, issuing either the Kill or Retreat command. You have a number of uses of this feature equal to your Wisdom modifier (minimum of once), 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 feature’s extra 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 an attack, you can use your reaction to embolden the creature being attacked. The attacked creature can choose to use its reaction to move up to half its speed without provoking opportunity attacks immediately after the attack occurs.
  Rite Of The Hunt     17th-level Hunt Domain Feature   You can compel a creature to chase or avoid you. As a bonus action while you can see the target of your Mark Prey feature 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 whether the creature is afflicted by 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 Mark Prey feature. 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 a space that is more than 30 feet away from you on its 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 its turn. On a failed save, it can’t willingly move closer to you that turn. On a success, this effect doesn’t restrict the target’s movement for that turn.

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