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D&D 5E Cleric Stalker Domain, of Malar

What do you think? This is meant to be a new Domain for followers of Malar, the lord Of Lyncanthroy and Hunting. Oh, and many of the Hybrid Transformation ideas came from the Order of the Lycan, Blood Hunter


Stalker Domain of Malar

Spells
1)Hunters mark, feirie fire
3)Pass without trace,protection from poison
5)Non detection
7) Stoneskin, locate creature
9) Tree stride, commune with nature


Level 1
Predatory strikes; you grow a retractible set of claws on both hands. The claws do 1d4 damage plus strength or dexterity. The off hand can be used as a bonus action attack and still aplies the stat bonus. At lvl 11 they do 1d6 and at lvl 18 they do 1d8 damage.
level 2
Channel divinity fuels a Hybrid Transformation
Transformation lasts 1 minute and is a swift action
Feral might; melee attacks add a bonus to damage of half the proficiency bonus (rounded down) and strength saves gain advantage
resilient hide; gain a +1 NA bonus when not wearing heavy armor
Blood lust; whenever damage is received and you are transformed or have a transformation available a wisdon DC to remain under control is needed. The DC is 10 under normal circunstances and 15 if at half health. If the DC is failed you must atatck the nearest target.
Cursed weakness; vulnerability to silver at all times (even out of transformation)
level 6
Stalkers prowess; Predatory strikes are now considered magical. You gain a speed bonus of 10' ,a long jump gains a 10' bonus and a 3' bonus in height while Transformed.
level 8
Stalkers serration; Your claws are now serrated and have the "Wounding" trait. Hit points lost to your claws damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an Attack using one of your claws, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively out of combat, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.


level 17
Transformation now lasts 10 rounds. Your resilient hide now grans resistance vs slashing/piercing/bludgeoning attacks vs non magical attacks.
Feral stalker; You gain the Scent Ex.
Scent;
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
 
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