The stars of Pash-Mara
Hunt Domain spells
Cleric level Spells
1st entangle, hunter’s mark
3rd find steed, locate animals or plants
5th conjure barrage, haste
7th dominate beast, grasping wine
9th conjure volley, hold monster
When you choose this domain at 1st level you gain proficiency with longbow and heavy crossbow. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival.
Also at 1st level you can prey your god for a lucky shots. When you do so, spend a bonus action and choose a creature within 30 feet from you (maybe yourself). This creature gains advantage on its first ranged weapon attack roll within next 1 minute. 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 long rest.
Channel Divinity: Predator’s Eye
Starting at 2nd level, you can use your Channel Divinity to help you to pursue your prey. As a bonus action you can use your Channel Divinity and gain advantage on all Wisdom (Perception) checks and Wisdom (Survival) checks made to track other creatures within one minute.
Channel Divinity: Spirit of the Hunt
Starting at 6th level, you can use your Channel Divinity to invite a spirit servant of your god into your body for 1 minute. You can do it as a bonus action and while a spirit is inside you, you have an advantage on all ranged weapon attacks, can make a Wisdom (Perception) check as a bonus action and you have to use all your actions to make a ranged weapon attacks or cast conjure barrage or conjure volley spell against other creatures. If you can’t do it, this state ends. You can use a bonus action to make a Wisdom saving throw with DC15 to end this state earlier.
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 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.
Starting at 17th level, you are always under effect of spell freedom of movement. If something (for example, dispel magic spell) ends this spell, it returns after 1d4 rounds.