Hunt Domain

The Hunt Domain takes its place as a domain steeped in the primal essence of nature, animals, and the enduring art of the hunt. This divine mantle is bestowed by deities who hold dominion over the wilds, the creatures that inhabit them, and the ancient ritual of tracking and pursuing game.   Clerics who heed the call of the Hunt Domain are the embodiment of the primal, their spirits deeply intertwined with the rhythms of the natural world. They are the stewards of the hunt, the protectors of the wilderness, and the fierce defenders of the balance between predator and prey. Their faith is a reflection of their unwavering connection to the untamed beauty of nature.   These clerics are the hunters and trackers of the wilds, the ones who commune with the spirits of the animals and the land. They are skilled survivalists, proficient in navigating the wilderness and attuned to the subtlest signs and sounds of the natural world. Their divine purpose is to honor the sacred dance of life and death, ensuring that the hunt remains a sustainable and harmonious part of existence.   The divine powers they wield are a testament to their affinity with nature. They may call upon the spirits of the beasts to lend them strength, possess an uncanny rapport with animals, or harness the primal fury of the hunt itself. In the sacred act of pursuing and capturing game, they find a profound connection to their deities and the ancient traditions that have guided their people for generations.

Domain Spells

1st-Level Cleric (Hunt Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stEnsnaring Strike, Snare
3rdEnhance Ability, Pass Without Trace
5thElemental Weapon, Nondetection
7thDominate Animal, Locate Creature
9thHold Monster, Passwall

Bonus Proficiency

1st-Level Cleric (Hunt Domain) Feature   You gain proficiency with martial weapons. In addition, you gain proficiency with the Survival skill.

Hunter's Quarry

1st-Level Cleric (Hunt Domain) Feature   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your Quarry for 1 minute or until you deal damage to a different creature, you move more than 120 feet away rom your quarry, or your quarry dies. The first time on each of your turns that you hit your Quarry and deal damage to it, including when you mark it, you deal an additional 1d4 damage to it. This damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.   You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.

Channel Divinity: Hunter's Prey

2nd-Level Cleric (Hunt Domain) Feature   As a bonus action, you hold your holy symbol aloft and it glows, pulling toward a creature you designate within 100 feet of you and hat you can see. The creature must make a Charisma saving throw. If the creature is currently marked as your quarry, it has disadvantage on this saving throw. On a failure, the creature begins glowing as though under the effects of the Faerie Fire spell for 1 minute. Whenever you hit the glowing creature with a weapon attack, it takes an additional 1d6 damage, or 1d8 if the creature is your quarry. This damage is of the same damage type as your weapon.

Improved Quarry

6th-Level Cleric (Hunt Domain) Feature   Increase the extra damage you deal to your quarry to 1d6. Additionally, your quarry gains no benefits from being invisible against you, and you always know where it is.

Divine Strike

8th-Level Cleric (Hunt Domain) Feature   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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Endless Hunt

17th-Level Cleric (Hunt Domain) Feature   The additional damage dealt by you Hunter’s Quarry increases to 1d8, and you can use it an unlimited number of times.

Deities of the Hunt Domain


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