The Hunter's Domain
Divine Predators
Of all the gods in all the planes, none are swifter or more canny than the gods of the hunt. They can find anything, track anything, kill anything. The gods of the hunt are stalkers in the dark, and they bring death from the shadows. They do not relish in cruel torture or wasteful murder, but show mercy in providing a quick kill. To hunt is to use and to provide, not merely to kill.
Clerics who serve deities such as Artemis, Balinor, Cernunnos, Ehlonna, Gwaeron Windstrom, Hiatea, and Odin excel at skulking through deep forests and following their prey. Aided by divine birds sent by their god, a cleric of the hunter's domain will ensure that death comes to their quarry swiftly and without warning.
Subclass Features
Domain Spells
1st-level Hunter's Domain feature
You gain domain spells at the cleric levels listed in the Hunter's Domain Spells table. See the Divine Domain class feature for how domain spells work.
Hunter's Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | hunter's mark, speak with animals |
| 3rd | darkvision, pass without trace |
| 5th | conjure animals, water breathing |
| 7th | guardian of nature, locate creature |
| 9th | commune with nature, swift quiver |
Bonus Proficiencies
1st-level Hunter's Domain feature
You gain proficiency with martial weapons and in your choice of two of the following skills: Animal Handling, Nature, Stealth, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Falconer
1st-level Hunter's Domain feature
You are granted a flying companion to aid in your hunts. As an action, you magically summon a celestial falcon which draws strength from your bond with nature and your deity.
The celestial falcon manifests in an unoccupied space that you can see within 30 feet of you. This corporeal form uses the Celestial Falcon stat block. When you summon the falcon, choose Gyr or Peregrine. The creature resembles a beast of that kind, which determines certain traits in its stat block, which uses your proficiency bonus (PB) in several places. Whatever kind you choose, the falcon bears holy markings, indicating its divine origin.
The falcon is friendly to you and your companions and obeys your commands. In combat, the falcon acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the falcon to take the Attack action. If you are incapacitated, the falcon can take any action of its choice, not just Dodge.
If the falcon has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The falcon returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different celestial falcon. The new falcon appears in an unoccupied space within 30 feet of you, and you choose its stat block and appearance. If you already have a falcon from this feature, it vanishes when the new falcon appears. The falcon also vanishes if you die.
Channel Divinity: Celestial Celerity
2nd-level Hunter's Domain feature
You can use your Channel Divinity to to grant the swiftness of the hunt to your allies.
As an action, you present your holy symbol and choose a number of willing creatures within 30 feet of you (this can include yourself or your celestial falcon) equal to your Wisdom modifier. For up to 1 minute, each of the chosen creatures' speed is doubled and their movement does not provoke opportunity attacks.
Falconer's Bond
6th-level Hunter's Domain feature
You can temporarily transfer your consciousness to your celestial falcon. As an action, you can see through your falcon’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action).
In addition, when you cast a spell with a range of either self or touch, the spell can originate from you or your celestial falcon.
Channel Divinity: Death From Above
6th-level Hunter's Domain feature
You can use your Channel Divinity to empower your celestial falcon.
As an action, you speak a holy word and your celestial falcon gains the following benefits, which last for 10 minutes:
- The falcon becomes Medium, along with anything it is wearing. If your falcon lacks the room to become Medium, your falcon's size doesn’t change. You cannot ride your falcon, even if your size is Small.
- The falcon's Strength score increases by a number equal to your proficiency bonus, and it gains advantage on Strength checks.
- Your falcon has resistance to bludgeoning, piercing, and slashing damage.
Divine Strikes
8th-level Hunter's Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you or your celestial falcon hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Bane of Craven Quarry
17th-level Hunter's Domain feature
You and your celestial falcon are one, and no prey can escape you. When you use Death From Above, your falcon grows to Large size. Reflecting your special bond, you can use the falcon as a mount if your size is Medium or smaller.
While your Falcon is Large size, your Divine Strikes apply to all attacks it makes on your turn against a creature targeted by the hunter's mark spell.
Celestial Falcon
Small Celestial
- Armor Class 13 + PB (natural armor) + 2 (Gyr only)
- Hit Points 4 + four times your cleric level (the falcon has a number of Hit Dice [d6s] equal to your cleric level)
- Speed 10 ft., fly 40 ft. + 20 ft. (Peregrine only)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 6 (-2) 16 (+3) 11 (+0)
- Damage Resistances radiant
- Condition Immunities charmed, frightened
- Senses darkvision 300 ft., passive Perception 13
- Languages understands the languages you speak
- Challenge — Proficiency Bonus (PB) equals your bonus
Divine Bond. You can add your proficiency bonus to any ability check or saving throw that the falcon makes.
Flyby (Peregrine only). The falcon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics (Gyr only). The falcon has advantage on an attack roll against a creature if at least one of the falcon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The falcon makes a number of attacks equal to half your PB (rounded down).
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 + PB slashing damage.