Cleric: Hunt Domain

by qorinthian

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Hunt Domain

Clerics who follow a a god or goddess of the hunt understand the necessity of the hunter. Depending on the chosen god, the manifestation of the hunter can take many forms, from natural foraging to divine justice. These devotees are often found in wild dangerous areas, tracking their next prey.

Hunter Domain Spells
Cleric Level Spells
1st ensnaring strike, hunter’s mark
3rd cordon of arrows, pass without trace
5th conjure barrage, nondetection
7th banishment, locate creature
9th conjure volley, swift quiver

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with longbows, crossbows, and the Survival skill, if you don’t have it already.

Swift Hunter

At 1st level, you gain divine imperative to never miss. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

PATREON | ARIPOCKILY

Art Credit: Rayden Chen

Channel Divinity: Seeker’s Mark

At 2nd level, you can use your Channel Divinity to mark your prey for death.

As a bonus action, you choose one creature you can see within 60 feet of you, cursing it for 10 minutes. Until the curse ends, you always know creature’s general direction and distance from you. The next time you or an ally of yours hits the cursed creature with an attack, the creature takes additional force damage equal to 5 + your cleric level, and then the curse ends.

Path of the Hunter

Starting at 6th level, you learn to embody or impart your divine hunting skills. As a bonus action, choose a willing creature you can see within 30 feet of you (including you). You grant it the benefits of the Dash and Disengage action, which lasts until the end of its turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a 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.

Improved Mark

Starting at 17th level, when a creature takes the additional damage granted by your Seeker’s Mark, its speed is reduced to 0 until the end of its next turn. Additionally, when a creature takes this damage for the first time, it must make a Wisdom saving throw against your spell save DC. If it fails, the Seeker’s Mark curse does not end.

 

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