Hunter Domain (5e Subclass)

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Hunter Domain[edit]

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Hunter by P taopu

Cleric Subclass

Clerics from the Hunter Domain are devoted to the divinity of the hunt. Some of them are members of primitive and tribal societies, where hunter either is the main source of food for the community, or is a way to measure one's worth. Others are worshipers of gods and goddesses of the hunt, such as Artemis, Malar or the Demon Prince Yeenoghu. Hunter clerics tend to gather on hunting sites, instead of temples, and it is common for them to show their devotion by pursuing a worthy quarry, which they then slay as a form of sacrifice for the deities. The temples, when they do exist, are commonly simple huts on woods and wild places, with resources such as traps, ammunition and hides shared for the frequenters of that site.

Hunter Domain Spells
Spell Level Spells
1st longstrider, hunter’s mark
3rd pass without trace, locate animals or plants
5th nondetection, conjure animals
7th locate creature, freedom of movement
9th tree stride, commune with nature
Bonus Proficiencies

Starting at 1st level, you gain proficiency with ranged martial weapons.

In addition, you gain proficiency with the Survival skill. If you are already proficient, your proficiency bonus is doubled for checks with it.

Marked Ammunition

At 1st-level, your can imbue your ammunition with divine venom. At the end of a long rest, you can mark a number of pieces of ammunition equal to your Wisdom modifier (minimum of 1).

The marked piece of ammunition deal an additional 1d4 poison damage on a hit, that ignores resistances and immunities for non-celestial creatures, the damage increases to 1d6 at 6th level,1d8 at 14th level, and finally 1d10 at 17th level.

If you miss the shot, you can always recover the piece of ammunition, unless is willingly destroyed by a creature. On a hit, the marked piece of ammunition is destroyed.

Additionally, any creature hit by a marked piece of ammunition is poisoned and have its movement speed reduced by 10 feet, until the end of your next turn.

Channel Divinity: Divine Hunt

At 2nd level, you can use your Channel Divinity to mark a target as your divine prey, using your bonus action. For the next 10 minutes, you have advantage on Wisdom (Perception) checks to detect them, and on Wisdom (Survival) checks to track them.

In addition, when you hit your divine prey with a marked ammunition, roll the additional poison damage twice, instead of once, to determine damage.

Predator’s Cunning

At 6th level, you gain the cunning of a predator. You have advantage on rolls to find hidden rooms or spaces.

In addition, you gain blindsight up to a range of 10 feet.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the venomous power 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. This damage ignores resistances and immunities for non-celestial creatures.

Saint of the Hunt

At 17th level, you are a master of both predator and prey. You can mark any amount of pieces of ammunition using your Marked Ammunition feature.

In addition, any creature that you have declared as your divine prey is frightened of you for the duration.

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