Hunt Domain

by CartographerSol

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Cleric

Hunt Domain

Hunt domain clerics follow the less gentle nature deities. They may be wild men, or those who live on the fringes of society and guide those who go out into the wilderness. Even more might be monster hunters who work to take down threats to people, all depending on what deity they follow.

Domain Spells

Cleric Level Spells
1st alarm, speak with animals
3rd beast sense, pass without trace
5th seeking arrows*, phantom steed
7th dandelion cloak*, locate creature
9th hold monster, tree stride

spells with an asterisk* indicate a homebrew spell which is included at the end of this document

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival

The Hunt's Blessing

When you hit a creature with an attack roll, you can mark that creature as your hunter’s prey. For the next ten minutes, or until you mark a different creature, you gain the following benefits:

  • Once a turn when you roll damage against your prey, you may increase that damage by 1d4. This damage increases to 1d6 at 10th level.
  • Attack rolls against your prey ignore half and three-quarters cover

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Channel Divinity: Predator's Path

Starting at 2nd level, you can use your Channel Divinity to hunt down your enemies.

As an action you present your holy symbol and invoke the name of your deity, who grants you aid in tracking a target. For the next hour any Survival, Perception, and Nature checks are made at advantage and you cannot be surprised. Additionally, you know the location of any fey, celestial, fiend, or undead within a mile of you for the duration.

Hunter's Fade

Starting at 6th level, you can take the Hide action as a bonus action. If you hit a weapon or spell attack from your hidden position, your movement speed increases by 15 feet until the beginning of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the hunt. Once on each of your turns when you hit a creature with a weapon attack, you can cause them to take 1d8 damage of the same type dealt by your weapon. When you reach 14th level, the extra damage increases to 2d8.

Art Credit

Graypelt Hunter MtG Art from Worldwake by Svetlin Velinov

Herald of the Hunt

Starting at 17th level, you have become a herald of the hunt. You gain the following abilities:

  • You can see invisible creatures and objects as if they were visible.
  • When you hit a creature with a weapon attack you can reduce that creature’s speed by 10 feet until the end of it's next turn. If you hit a creature with a weapon attack whose speed has already been reduced in this manner, you deal an additional 1d8 damage to them instead.
  • When any creature provokes an attack of opportunity, you can use your reaction to move up to your speed instead of making an attack of opportunity.
  • As an action, you can affix your gaze on a creature within 60 feet of you. The creature must make a Wisdom saving throw against your cleric spell save DC. On a failed save, they are frightened of you until the end of their next turn.

As an action, you may grant these benefits to any number of allies within 60 feet of you for the next 10 minutes. Once you grant these benefits to your allies in this way, you cannot do so again until you finish a long rest.

Art Credit

Kessig Wolfrider MtG Art from Innistrad: Crimson Vow by Bram Sels

Spells

Seeking Arrows

3rd-level transmutation


  • Classes: Ranger
  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, S, M (an arrow)
  • Duration: Instantaneous

You throw an arrow into the air, which then splinters into a cloud of identical copies of it which rain down and then disappear. Make a ranged spell attack roll against each creature of your choice within 30 feet of you. Each creature hit takes 2d10 piercing damage as they are hit by one of the arrows.

At Higher Levels: if this spell is cast at 4th level or higher, the damage increases by 1d10 per spell slot above 3rd.

Dandelion Cloak

4th-level illusion


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self (15 foot radius)
  • Components: V, S, M (a dandelion going to seed in a small leather pouch)
  • Duration: Instantaneous

A field of dandelions going to seed sprouts from the ground, then a flurry of downy seeds rise from it, briefly hiding those in its radius. Each creature of your choice, as well as anything they are wearing or carrying, becomes invisible until the end of their next turn.

 

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