Hunt Domain

Stalk Your Quarry with Divine Fervor

Gods of the hunt exist among many cultures and civilization. In the Estian Islands, Uller the Huntsman is worshipped by those who live off the land. Examples from other times and places includes Diana, Artemis, Caldir, Malar and Ulaa. Followers of these deities use their power not to kill indiscriminately, but instead to harvest what they need and nothing more from nature's rich bounty. Taking an innocent animal's life in vain is a grave sin among these gods. Some clerics of the hunt serve as protectors of the wilderness, slaying only unnatural monsters that encroach upon their lands. Others work in temples to perform ritual sacrifices of animals to appease their god and perhaps divine the future.

Level 3: Hunt Domain Spells

You always have certain spells prepared after you reach the Cleric level shown in the following table.

Cleric LevelSpells
3Hunter's Mark, Purify Food and Drink, Pass Without Trace, Branding Smite
5Plant Growth, Create Food and Water
7Locate Creature, Dominate Beast
9Swift Quiver, Commune with Nature

Level 3: Equipped for the Hunt

You gain proficiency in one skill of your choice from the following list: Survival, Nature, Animal Handling and Stealth. Additionally, you can use ranged weapons you are proficient with as a spellcasting focus for your Cleric spells.

Level 3: Channel Divinity: First Strike

When you roll initiative, you can expend one use of your Channel Divinity to gain a +5 bonus to the roll. When you do so, you also gain advantage on all attacks you make during your first turn in combat.

Level 6: Hunter's Quickness

After you cast a spell of 1st-level or higher using your Action, you can make a weapon attack using your a bonus action. You can do this a number of times equal to your Wisdom modifier, and you regain all uses when you finish a short rest.

Additionally, your proficiency bonus is doubled for the skill you gained from your Equipped for the Hunt feature.

Level 17: Aim for the Heart

Your attacks deal critical hits on a 19, and you deal an additional 5d8 damage on a critical hit (these dice are not doubled).