|
Hunt Domain Spells |
Cleric Level |
Spells |
1st |
hunter’s mark, snare |
3rd |
cordon of arrows, locate animals or plants |
5th |
conjure barrage, lightning arrow |
7th |
freedom of movement, locate creature |
9th |
conjure volley, scrying |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with martial weapons and either the Survival skill or the Stealth
skill (your choice).
Hunter’s Guidance
Also at 1st level, you can channel the divine power of the hunt
into your weapon attacks. Once per turn when you hit a creature
with a weapon attack, you can use this feature to apply a
secondary effect to your attack. The secondary effect depends on
whether the triggering attack was a melee or ranged attack.
Ranged Weapon Attack. The target of your
attack has their speed halved until the
start of your next turn.
Melee Weapon Attack. Your speed is increased by 15 feet until
the end of your turn, and for that duration your movement doesn’t
provoke opportunity attacks from the target of your attack.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended
uses when you finish a long rest.
Channel Divinity: Prized Quarry
Beginning at 2nd level, you can magically reward a creature for
its successful kill. When a creature within 120 feet of you is
reduced to 0 hit points, you can use your reaction and expend a
use of your Channel Divinity to reward the creature that reduced
it to 0 hit points. That creature regains a number of hit points
equal to your Wisdom modifier + your Cleric level, and can
immediately use its reaction to move up to its speed without
provoking opportunity attacks. An undead or construct cannot be
healed by this feature.
Precise Attacker
Starting at 6th level, your weapon attacks begin to hit unerringly,
aided by the divine magic flowing through you. If you miss with a
weapon attack roll on your turn, you can use your bonus action to
reroll the attack and take the new roll. Alternatively, if you hit
with a weapon attack on your turn, you can use your bonus action
to deal additional damage to the target. This damage equals 2 +
half your Cleric level, and it shares its damage type with the
attack that triggered it.
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 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.
Master of the Hunt
At 17th level, your divine skill with weaponry has reached its
peak. You gain advantage on the first weapon attack roll you
make each turn. Additionally, whenever you make a weapon
attack with advantage and hit, if the lower of the two rolls would
also hit then the attack deals an additional 1d8 damage and pushes
its target up to 10 feet away from you.
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