Hunt Domain
Hunt Domain clerics aid hunters and communities with survival and hunting abilities.
- Classes
- Cleric
Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.
Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.
Hunt Domain Spells
Cleric Level
Spells
1st
bloodhound
*,
illuminate spoor
*
3rd
instant snare
*,
mark prey
*
5th
going in circles
*,
tracer
*
7th
heart-seeking arrow
*,
hunting stand
*
9th
harrying hounds
*,
maim
*
*indicates a spell found in this book
Blessing of the Hunter
At 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Channel Divinity: Heart Strike
Starting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack’s damage. If you score a critical hit with the attack, add +10 to the attack’s damage instead.
Pack Hunter
Starting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.
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.
Deadly Stalker
At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can’t use this feature again until you finish a short or long rest.
Source and licence
From Tome of Heroes.
Licence: Open Game Content (OGL 1.0a).