Cleric subclass
The gods of the Hunt domain preside over the eternal chase between hunter and prey, granting their divine favor to those who protect settlements from dangerous creatures that threaten the civilized world. These deities watch over both expert trackers pursuing dangerous quarry and those who defend isolated communities from monstrous threats. Their clerics serve varied roles, from leading hunting parties against particularly fierce beasts to blessing expeditions that secure food for struggling settlements. Whether they pursue the thrill of the hunt or serve as guardians of frontier communities, these priests combine divine blessing with practiced skill to ensure their quarry does not elude them.
Cleric Spell |
Spells |
1st | bloodbound, illuminate spoor |
3rd | instant snare, mark prey |
5th | going in circles, tracer |
7th | heart-seeking arrow, hunting stand |
9th | harrying hounds, maim |
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.
At 1st level, you gain proficiency with martial weapons.
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.
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.
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.
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 againt the target. You can't use this feature again until you finish a short or long rest.
Tome of Heroes. Kobold Press, 2022.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA