Gods of the Hunt domain represent the primal pursuit. They do not merely embody the wilderness, but the active mastery of it—the keen eye, the steady hand, and the patience required to track a quarry across any terrain.
Your connection to this divine domain ensures you always have certain spells ready.
When you reach a Cleric level specified in the Hunt Domain Spells table, you thereafter always have the listed spells prepared. They are Cleric spells for you and do not count against your Prepared Spell limit.
| Cleric Level | Spells |
|---|---|
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Druidcraft, Ensnaring Strike, Hunter's Mark, Pass Without Trace, Summon Beast |
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Conjure Animals, Conjure Barrage |
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Freedom of Movement, Locate Creature |
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Commune with Nature, Swift Quiver |
Choose Animal Handling, Nature, Perception, Stealth, or Survival. If you are already proficient with the chosen skill, you gain Expertise with that skill. Otherwise, you gain proficiency with the chosen skill.
Additionally, you have Advantage on Wisdom (Survival) checks while in natural terrain. While traveling with allies, your group can move stealthily at a normal travel pace. When you forage, you find twice as much food and water as you normally would. Even if you fail, you still find enough food and water to sustain one person for one day.
You can channel divine grace to push your reflexes beyond mortal limits. When you make an attack roll, ability check, or saving throw using Dexterity, you can expend one use of your Channel Divinity to add a +10 bonus to the roll. You can choose to use this feature after you roll the die, but before the outcome is determined.
When you make a ranged attack with a weapon as part of as part of an Attack action, you can make one additional ranged attack with a weapon as part of that same action.
When you take the Hide action, you can expend one use of your Channel Divinity to automatically succeed as if you had rolled a natural 20. If you do, the Invisible condition you gain does not end if you make a loud sound, attack, or cast a verbal spell. Instead, it ends if you move from your current location or are found, or if you become Incapacitated.
Your precision is divinely guided. When you make a ranged attack with a weapon, you score a Critical Hit on a d20 roll of 18–20.