Hunt Domain
Gods of the hunt exist among many cultures and civilization. In the Estian Islands, Uller the Huntsman is worshipped by those who live off the land. Examples from other times and places includes Diana, Artemis, Caldir, Malar and Ulaa. Followers of these deities use their power not to kill indiscriminately, but instead to harvest what they need and nothing more from nature's rich bounty. Taking an innocent animal's life in vain is a grave sin among these gods. Some clerics of the hunt serve as protectors of the wilderness, slaying only unnatural monsters that encroach upon their lands. Others work in temples to perform ritual sacrifices of animals to appease their god and perhaps divine the future.
Hunt Domain Spells
1st-level Hunt Domain feature
Cleric Level | Spells |
---|---|
1 | Hunter's Mark, Purify Food and Drink |
3 | Pass Without Trace, Branding Smite |
5 | Plant Growth, Create Food and Water |
7 | Locate Creature, Dominate Beast |
9 | Swift Quiver, Commune with Nature |
Equipped for the Hunt
1st-level Hunt Domain feature
You gain proficiency with all ranged martial weapons, and you can use a ranged weapon you are proficient with as a holy symbol.
Additionally, you gain proficiency in two skills of your choice from the following list: Survival, Nature, Animal Handling and Stealth.
Channel Divinity: First Strike
2nd-level Hunt Domain feature
When you roll initiative, you can expend one use of your Channel Divinity to gain a +5 bonus to the roll. When you do so, you also gain advantage on all attacks you make during your first turn in combat.
Hunter's Quickness
6th-level Hunt Domain feature
After you cast a spell of 1st-level or higher using your Action, you can make a weapon attack using your Bonus Action. You can do this a number of times equal to your Wisdom modifier, and you regain all uses when you finish a short rest.
Additionally, your proficiency bonus is doubled for the skills you gained from your Equipped for the Hunt feature.
Divine Strike
8th-level Hunt Domain feature
Your deity guides your strikes. Once on each of your turns when you hit a creature with a weapon attack, you can deal an additional 1d8 damage of the weapon's type. When you reach 14th level, the extra damage increases to 2d8.
Aim for the Heart
17th-level Hunt Domain feature
Your attacks deal critical hits on a 19, and you deal an additional 5d8 damage on a critical hit (these dice are not doubled).