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Hunting Domain

You are master of the hunt. The bounty of the land is yours for the taking.

Hunting Domain Spells
Cleric Level Spells
1 ensnaring strike, hunter’s mark
3 locate animals or plantspass without trace
5 tiny hutspeak with plants
7 faithful hound, grasping vine
9 commune with naturehold monster

Forest Master

At 1st level, you gain proficiency with longbows and heavy crossbows. You also gain proficiency in the Nature and Survival skills.

Channel Divinity: Unseen

At 2nd level, you can use your Channel Divinity to camouflage yourself in any environment, gaining advantage on Stealth checks made to move quietly or to hide. You also leave no scent. The effect lasts for a number of rounds equal to your cleric level + Wisdom modifier.

Resolute Hunter

At 6th level, you select a favored enemy the same as if you were a ranger. You gain all the benefits of the ranger‘s favored enemy feature with one exception: you choose additional favored enemies (and languages) at 10th level and 16th level instead of at 6th level and 14th level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. On your turn, you can cause one successful weapon attack against a creature to deal an extra 1d8 damage of the type dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.

Hunting Quest

At 17th level, you can begin a holy quest to slay a known quarry selected by you. You can have only one quarry at a time. During the hunt, you gain a very faint but persistent psychic connection to your target, giving you vague intimations of its current state of mind but no insight into its specific thoughts. If the quarry is slain by you or your allies within three months of the quest’s start, you can create the following regional effects after one week of residence in a particular location. These effects last while the home is your primary residence.

  • Hunting within 3 miles of your home becomes remarkably bountiful. Wisdom (Survival) checks made to procure food from hunting and to locate fresh water are made with advantage.
  • Wisdom (Survival) checks to find campsites that are secure against predators are made with advantage within 3 miles of your home.
Section 15: Copyright Notice

Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, Shawn Merwin, and Wolfgang Baur.

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