Domain Spells
| Spell Level | Spells |
|---|---|
| 1 | Longstrider, Hunter's Mark |
| 2 | Alter Self, Pass Without Trace |
| 3 | Haste, Plant Growth |
| 4 | Find Greater Steed, Polymorph |
| 5 | Commune With Nature, Dominate Person |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and your choice of one of the following skills: Stealth, survival or athletics.
Monstrous Resilience
Starting at 1st level, your hitpoint maximum increases by 6 and increases by 1 whenever you gain a level in this class. In addition you are immune to the poisoned condition.
Channel Divinity: Inspire Viciousness
Starting at 2nd level, you can use your Channel Divinity to kindle the wild spirit within a creature, you choose one humanoid, beast or monstrosity you can see within 60ft. It must make a Wisdom saving throw or become charmed by you for one minute, while charmed by you can use your bonus action to command it to attack a creature. On its turn it must attack a creature of your choice other than yourself. If the target starts its turn and you haven't given it a command it does nothing, but defends itself until commanded to attack. The creature can remake the saving throw each time it takes damage and at the end of each of it's turns.
Animalistic Cunning
Starting at 6th level, you have been gifted supernatural instincts that can give you an edge in battle. Whenever you make an attack roll you can choose to gain advantage on that roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses after a short or long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.