Spectrulus
2018-04-14, 04:26 PM
Howdy! Long time lurker, first time thread!
I got some "divine" inspiration the other day and thought I'd share this. I don't homebrew often, but I thought this could be a fun class to play.
Hunter Domain
Many early cultures placed great significance on the hunt. Not only did hunts provide food for the tribes, but also raw materials for shelter, clothing, and tools.
Every culture has their own god of the hunt, and in D&D, most Hunter clerics follow Artemis, Balinor, Chislev, Ehlonna, Habbakuk, Malar, Melora, Obad-Hai, Oberon, Semuanya, Silvanus, Solonor Thelandir, or Uller, although other diety's favors may be called upon for any people.
Hunter Domain Spells
Cleric Level Spells
1st wild cunning, snare
3rd ensnaring strike, pass without trace
5th conjure barrage, commune with nature
7th conjure animals,*swift quiver
9th conjure volley, steel wind strike
Bonus Cantrip
When you choose this domain at 1st level, you gain the true strike cantrip if you don't already know it.
Bonus Proficiencies
At 1st level, you gain proficiency with blowgun, hand crossbow, heavy crossbow, & longbow.
Huntmaster
From 1st level, your deity can delivers bursts of speed to you while you try to overtake your targets. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.
Channel Divinity: Track Prey
Starting at 2nd level, you can use your Channel Divinity to locate your prey. For one hour you gain +5 on Insight, Perception, and Survival checks to locate any creature you specify. If your prey is on another plane this ability fails but you know they are on another plane but not which one.
If you also have any item or part of that creature (a strand of hair, a finger, etc.) You instead gain +10 on these checks for the duration.
Channel Divinity: Mark the Quarry
At 6th level, you may spend your action to raise your holy symbol and mark an enemy you can see. While marked, whenever this enemy is dealt damage, it is dealt additional damage equal to your Wisdom bonus by up to five creatures your designate. The enemy can only suffer this damage once per turn. After one minute, the mark expires.
Hunter's Blessing
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 to the target. When you reach 14th level, the extra damage increases to 2d8 damage.
Spiritual Strike
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
TL/DR
All ranged weapons, some Ranger spells, Aggressive x times a day, Channel for Tracking and/or party Hunter's Mark, cleric bonus damage, & cast while shooting as capstone.
Spoiler contains original text before feedback.
Hunter Domain
Many early cultures placed great significance on the hunt. Not only did hunts provide food for the tribes, but also raw materials for shelter, clothing, and tools.
Every culture has their own god of the hunt, and in D&D, most Hunter clerics follow Artemis, Balinor, Chislev, Ehlonna, Habbakuk, Malar, Melora, Obad-Hai, Oberon, Semuanya, Silvanus, Solonor Thelandir, or Uller, although other diety's favors may be called upon for any people.
Hunter Domain Spells
Cleric Level Spells
1st wild cunning, snare
3rd locate animals and plants, pass without trace
5th conjure barrage, commune with nature
7th conjure animals,*swift quiver
9th conjure volley, steel wind strike
Bonus Cantrip
When you choose this domain at 1st level, you gain the true strike cantrip if you don't already know it.
Bonus Proficiencies
At 1st level, you gain proficiency with blowgun, hand crossbow, heavy crossbow, & longbow.
Huntmaster
From 1st level, your deity can delivers bursts of speed to you while you try to overtake your targets. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.
Channel Divinity: Track Prey
Starting at 2nd level, you can use your Channel Divinity to locate your prey. For one hour you gain +10 on Insight, Perception, and Survival checks to locate any creature you specify.
If you also have any item or part of that creature (a strand of hair, a finger, etc.) You also gain advantage on these checks for the duration.
Channel Divinity: Mark the Quarry
At 6th level, you may lift your holy symbol up and declare one creature within 60 feet of you as your quarry. Once during each creature's turn, if they deal damage to your quarry they may deal additional damage equal to your Wisdom modifier to that creature for one minute.
Hunter's Blessing
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 to the target. When you reach 14th level, the extra damage increases to 2d8 damage.
Spiritual Strike
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
TL/DR
All ranged weapons, some Ranger spells, Aggressive x times a day, Channel for Tracking and/or party Hunter's Mark, cleric bonus damage, & cast while shooting as capstone.
I got some "divine" inspiration the other day and thought I'd share this. I don't homebrew often, but I thought this could be a fun class to play.
Hunter Domain
Many early cultures placed great significance on the hunt. Not only did hunts provide food for the tribes, but also raw materials for shelter, clothing, and tools.
Every culture has their own god of the hunt, and in D&D, most Hunter clerics follow Artemis, Balinor, Chislev, Ehlonna, Habbakuk, Malar, Melora, Obad-Hai, Oberon, Semuanya, Silvanus, Solonor Thelandir, or Uller, although other diety's favors may be called upon for any people.
Hunter Domain Spells
Cleric Level Spells
1st wild cunning, snare
3rd ensnaring strike, pass without trace
5th conjure barrage, commune with nature
7th conjure animals,*swift quiver
9th conjure volley, steel wind strike
Bonus Cantrip
When you choose this domain at 1st level, you gain the true strike cantrip if you don't already know it.
Bonus Proficiencies
At 1st level, you gain proficiency with blowgun, hand crossbow, heavy crossbow, & longbow.
Huntmaster
From 1st level, your deity can delivers bursts of speed to you while you try to overtake your targets. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.
Channel Divinity: Track Prey
Starting at 2nd level, you can use your Channel Divinity to locate your prey. For one hour you gain +5 on Insight, Perception, and Survival checks to locate any creature you specify. If your prey is on another plane this ability fails but you know they are on another plane but not which one.
If you also have any item or part of that creature (a strand of hair, a finger, etc.) You instead gain +10 on these checks for the duration.
Channel Divinity: Mark the Quarry
At 6th level, you may spend your action to raise your holy symbol and mark an enemy you can see. While marked, whenever this enemy is dealt damage, it is dealt additional damage equal to your Wisdom bonus by up to five creatures your designate. The enemy can only suffer this damage once per turn. After one minute, the mark expires.
Hunter's Blessing
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 to the target. When you reach 14th level, the extra damage increases to 2d8 damage.
Spiritual Strike
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
TL/DR
All ranged weapons, some Ranger spells, Aggressive x times a day, Channel for Tracking and/or party Hunter's Mark, cleric bonus damage, & cast while shooting as capstone.
Spoiler contains original text before feedback.
Hunter Domain
Many early cultures placed great significance on the hunt. Not only did hunts provide food for the tribes, but also raw materials for shelter, clothing, and tools.
Every culture has their own god of the hunt, and in D&D, most Hunter clerics follow Artemis, Balinor, Chislev, Ehlonna, Habbakuk, Malar, Melora, Obad-Hai, Oberon, Semuanya, Silvanus, Solonor Thelandir, or Uller, although other diety's favors may be called upon for any people.
Hunter Domain Spells
Cleric Level Spells
1st wild cunning, snare
3rd locate animals and plants, pass without trace
5th conjure barrage, commune with nature
7th conjure animals,*swift quiver
9th conjure volley, steel wind strike
Bonus Cantrip
When you choose this domain at 1st level, you gain the true strike cantrip if you don't already know it.
Bonus Proficiencies
At 1st level, you gain proficiency with blowgun, hand crossbow, heavy crossbow, & longbow.
Huntmaster
From 1st level, your deity can delivers bursts of speed to you while you try to overtake your targets. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.
Channel Divinity: Track Prey
Starting at 2nd level, you can use your Channel Divinity to locate your prey. For one hour you gain +10 on Insight, Perception, and Survival checks to locate any creature you specify.
If you also have any item or part of that creature (a strand of hair, a finger, etc.) You also gain advantage on these checks for the duration.
Channel Divinity: Mark the Quarry
At 6th level, you may lift your holy symbol up and declare one creature within 60 feet of you as your quarry. Once during each creature's turn, if they deal damage to your quarry they may deal additional damage equal to your Wisdom modifier to that creature for one minute.
Hunter's Blessing
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 to the target. When you reach 14th level, the extra damage increases to 2d8 damage.
Spiritual Strike
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
TL/DR
All ranged weapons, some Ranger spells, Aggressive x times a day, Channel for Tracking and/or party Hunter's Mark, cleric bonus damage, & cast while shooting as capstone.