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Clerics who follow a god or goddess of the hunt understand the necessity of the hunter. Depending on the chosen god, the manifestation of the hunter can take many forms, from natural foraging to divine justice. These devotees are often found in wild dangerous areas, tracking their next prey.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with longbows, crossbows, and the Survival skill, if you don't have it already.

Swift Hunter

At 1st level, you gain the divine imperative to never miss. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

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.

Channel Divinity: Seeker's Mark

At 2nd level, you can use your Channel Divinity to mark your prey for death.

As a bonus action, you choose one creature you can see within 60 feet of you, cursing it for 10 minutes. Until the curse ends, you always know the creature's general direction and distance from you. The next time you or an ally of yours hits the cursed creature with an attack, the creature takes additional radiant damage equal to 5 + your cleric level, and then the curse ends.

Path of the Hunter

Starting at 6th level, you learn to embody or impart your divine hunting skills. As a bonus action, choose a willing creature you can see within 15 feet of you (including you). You grant it the benefits of the Dash or Disengage action, which lasts until the end of its next turn.

Once you use this feature, you can't do so again until you finish a long rest unless you expend a spell slot of any level to use it again.

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 of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Mark

Starting at 17th level, when a creature takes the additional damage granted by your Seeker's Mark, its speed is reduced to 0 until the end of its next turn. Additionally, when a creature takes this damage for the first time, it must make a Wisdom saving throw against your spell save DC. If it fails, the Seeker's Mark curse does not end.