Foe Hunter Domain (Cleric Domain)

The Foe Hunter Domain represents the impetus to hunt down and punish those that have wronged you or your faith. Foe Hunter clerics seek guidance from their faith to locate and debilitate their foes.

Foe Hunter clerics have a strong sense of what is right and wrong, as dictated by their faith, and that transgressions require redress. Those who wrong the faith are enemies and the faithful should make it their duty to mete out punishment. There are Foe Hunter clerics amongst most faiths and for most deities, they represent the vengeful nature of their religion.

Curse Spells

You gain the following domain spells at the Cleric levels listed.

Level Spells
1st Command, Hunter’s Mark
3rd Augury, Hold Person
5th Magic Circle, Spirit Guardians
7th Banishment, Divination
9th Commune, Hold Monster

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and in the Investigation and Survival skills.

Spell Punishment

At 1st level, When targeting an enemy with a spell of 1st level or higher, you can infuse the spell with an extra hex. The target must make a Wisdom saving throw, in addition to the saving throw required by the spell (if any). On a failure, they have disadvantage on the next ability check, attack roll or saving throw they attempt within the next minute.

Channel Divinity: Mark the Enemy

Starting at 2nd level, you can use your Channel Divinity to mark an enemy as your foe. You may only have one marked enemy at a time.

As an action, you utter a prayer of punishment against a target you can see. For the next day, You gain advantage on Initiative checks when they are involved in the combat, Survival checks to track them, Investigation checks to detect their actions, and Perception checks to notice them.

Foehammer

Starting at 6th level, you can infuse your weapon with power against a particular enemy type.

Select a particular alignment or creature type. For 1 minute, you deal 2d6 extra damage against a creature matching the chosen criteria.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

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. If you are a good-aligned cleric, this damage is radiant, if you are evil-aligned, this damage is necrotic. If you are a neutral-aligned cleric, you may chose either radiant or necrotic when the ability is used.

Additionally, you may deliver your spell punishment with this divine strike. The damage dealt by this ability increases to 1d12 against creatures affected by the mark the enemy Channel Divinity ability.

True Judgement

At 17th level, you can bring true pain to those marked as the foes of your faith. If you strike the foe with a melee attempt, you may, as a bonus action, invoke a true judgment. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be dealt 7d8+30 additional damage. On a successful save, the damage is halved. If you are a good-aligned cleric, this damage is radiant, if you are evil-aligned, this damage is necrotic. If you are a neutral-aligned cleric, you may choose either radiant or necrotic when the ability is used.

Once affected, the target is immune to this ability for 24 hours. Otherwise, you may use this ability on any creature marked by your channel divinity.

Section 15: Copyright Notice

Breath of Life: The Lathspell (5e), © 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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