I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hunting&Archery Domain balanced compared to the other cleric subclasses?
The Hunt and Archery Domain
You worship those who will let you pursue your prey to the ends of the multiverse. Gods of hunting and archery include Artemis, Ullr, Solonor Thelandira, and Balinor.
|1st||Hunter’s Mark, Ensnaring Strike|
|3rd||Locate Animals or Plants (R), Cordon of Arrows|
|5th||Conjure Barrage, Haste|
|7th||Dimension Door, Locate Creature|
|9th||Swift Quiver, Hold Monster|
You gain proficiency in nature and in simple and martial ranged weapons.
You gain a +2 bonus to ranged weapon attack rolls.
Channel Divinity: Greater Hunter’s Mark
At second level, whenever you cast hunter’s mark, you can use your channel divinity to make the extra damage apply to all creatures who attack the targeted creature, not just you.
Channel Divinity: Tracking Beacon
At 6th level, whenever you make an attack roll with a ranged weapon, you can use your channel divinity to imbue it with tracking magic. On a hit, the target takes the usual damage. In addition, you know the exact distance, but not direction, to the target. If the target is in another plane, you know the plane. You can only have one creature tracked in this way at any one time. You can stop tracking a creature as an action.
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 force damage. This increases to 2d8 damage at level 14.
At level 17, you always have advantage on ranged weapon attacks, and your attacks ignore cover.