Hunt Domain (5e Subclass)

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Hunt Domain[edit]

Cleric Subclass

The Hunt Domain is seen most prominently in clerics amongst tribal people, or people that live outside the comforts of “civilized” lands. A cleric of the Hunt Domain knows that a successful hunt means survival for their people, but nonetheless feels the thrill of the chase and the kill. Deities of the Hunt Domain include Skathi, Mixcoatl, Artemis, and Neith. Deities of Life and Death, Nature, or Community may also claim this domain.


Domain Spells:

Cleric Level:

1st - Hunter’s Mark, Speak with Animals

3rd - Locate Animals or Plants, Pass Without Trace

5th - Create Food and Water, Phantom Steed

7th - Faithful Hound, Locate Creature

9th - Commune with Nature, Hold Monster


Bonus Proficiency:

When you choose this domain at 1st level, you gain proficiency with Martial Weapons and the Survival skill.


Thrill of the Chase:

At 1st level, you learn one cantrip of your choice from the Druid spell list. In addition, while traveling in a natural environment, your group can travel at a fast pace without taking the -5 penalty to passive Wisdom (Perception) checks.


Channel Divinity: Mark of the Hunted:

Starting at 2nd level, you can use your Channel Divinity to create a divine mark on your target, making it easier to hunt.

As an action, you present your holy symbol and choose one creature within 30 feet of you. That creature must succeed on a Charisma saving throw or be Marked for the next minute. While the creature is marked, its body sheds dim light in the space it occupies, you always know the direction to the creature, the creature cannot gain any benefit from being lightly obscured, and you automatically succeed on any Wisdom (Perception) check made against the creature’s Dexterity (Stealth) check made to hide unless it is heavily obscured or behind total cover.


Leader of the Pack:

Beginning at 6th level you are able to bolster the morale of your comrades even in the most dire of situations. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, all of your allies within 30 feet of you gain temporary hit points equal to your Charisma modifier + the spell’s level.


Divine Strike:

At 8th level, you gain the ability to infuse your 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 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage becomes 2d8.


Master of the Hunt:

At 17th level, you are immune to Exhaustion, and you no longer need to eat or drink. In addition, when you are in a natural environment you have advantage on all Survival and Nature checks.


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