Artemis

"Artemis is the Greek virgin goddess of the hunt, archery, wilderness, forests, the Moon, radiance, maidenhood, and childbirth. She and her twin brother Apollo are known as the "Twin Archers." Artemis drives the moon chariot across the sky at night." 
"The Hunters of Artemis are maidens (which can be human, demigod, or nymph) who have sworn loyalty to the maiden goddess Artemis/Diana to join her in the Hunt and reject love for as long as they live. They gain eternal youth as long as they don't break their vows."
Her emoji is 🌙
Her hunters live in Deme 8 in the Artemis cabin. 
Hunter Powers:
Majors:
Lunakinesis (Major)
* Level 1- 3 -Bolts of Artemis- Hunters of Artemis are able to generate 4  small bolts of lunar energy that deal the same amount of damage as a celestial bronze throwing knife. These are stronger at night and will cause a burning sensation around the wound, the bolts themselves disappear after striking something meaning they cannot be used to stop blood loss. Alternatively they can create a 40 foot blast of the moon’s energy in a shockwave around them that temporarily dazes those in the radius with dizziness, migraines and lunar-blindness (a bit like a flash bang) which lasts two turns before they regain their clarity and are no longer disorientated. This blast takes two turns to fully charge, and can only be done twice in battle.
* Level 4-6 When in a pinch, Hunters of Artemis are given the ability to create portals consisting of Lunar energy that lead from one area to another or moonlight to the next in a radius of 200m, cannot be across various areas (has to be within the same channel for instance) and can only be done when the moon is in the sky. This small portal can only be used by the Hunter, the portals take two turns to be generated.
* Level 7-8 - Moonlight Companion - Hunters of Artemis can summon a beast from the moonlight to fight alongside them in battle. These temporary companions can consist of any of Artemis’ known symbolic animals (Deer, Boar, Bear, Wolves ect) They will stampede into battle and fight alongside the Hunter of Artemis for 4 turns before it dissipates. They can also with one mighty cry, summon the celestial spirit of their Hunter kin. While they hold no physical form, the Hunters can all fire off one arrow, essentially summoning forth a wave of arrows.It takes 3 turns  for these all to be  summoned and can be done once per battle
* DRAWBACKS - Fatigue, pressure headaches, ‘moonstroke’ (like sunstroke but the moon)
Minors:
Arrows of Artemis (Minor)
* 1 Hunters of Artemis are incredible archers, they are gifted the ability to change direction of their arrows in mid flight with a simple whistle. The arrow can curve and change directions twice during its flight. 
* 2- Hunters of Artemis are incredible archers and are capable of firing four arrows at the same time with pinpoint accuracy. This extends to any throwing weapons(throwing knives, daggers ect). They are capable of loading,aiming and firing within a split second. This knowledge allows them to craft 2 new types of arrows: Sleepytime arrows, that will send anyone hit by it into a deep slumber, Moonflare arrows when shot they explode like a flare into the sky to alert their allies of their location. A MAXIMUM of 2 per type can be crafted a day.
* 3- Hunters of Artemis can bless an arrow to specifically attack the nervous system. It causes severe debilitating pain to course through the body, worsened at the site of the arrow’s embed, powerful enough to even bring a cyclops to its knees. If the arrow is not removed after 3 turns the victim will be rendered unconscious from the severity of the pain.
A hunter’s prowess (Minor)
* 1- Hunters of Artemis are able to move with incredible speed and agility. They run with incredible speed and are able to pull off incredible athletic feats with little difficulty They’re extremely light-footed as they run/walk and subsequently have silent footfalls. (Does not eliminate the sounds of them breathing, or the vibrations emitted through the ground/air).Their strength is also increased making them stronger than most other demi-gods, allowing them to move incredibly heavy objects with little difficulty. (DRAWBACK - EXCESSIVE USE = FATIGUE, PAIN AND MUSCLE INJURIES)
* 2 -Hunters of Artemis are have enhanced sight and hearing (eyes of an owl, incredible sight and night vision, ears of a hound, no sound goes unheard in a room) Their sense of smell is second to none, once they have located and are in pursuit they have the ability to track their scent. Their sense of touch is highly sensitive, they are capable of feeling movement on the ground or when in the air through vibrations.  
* 3- Hunters of Artemis are blessed with extreme durability, gaining a thick skin that can withstand two celestial bronze strikes in one location before breaking the skin, as a result they gain a mild resistance to pain but it has very little effect on deep lacerations or broken bones. In mele situations this sustains a singular strike in the location before seeing damage take place. the opponent may find their hand bouncing off the skin of the hunter as though they just struck metal. - unless the opponent is much bigger/stronger/faster (i.e a backhand from a cyclops).This does NOT prevent them from broken bones,sprains and concussions.
* 4 MINOR DEGREE ONLY-  Hunters of Artemis gain a steel resolve similar to that of their maiden Goddess. They’re able to resist low level mental attacks, and are able to recover faster than the average Demi-God from any mental attacks or effects.
Call of the Wild (Minor) 
* Hunters of Artemis can emit a shrill whistle that summons wild animals, like wolves, eagles etc… The animals would help out for 24 hours exactly before losing interest. The wild animals wouldn’t answer the hunter for the next 12 hours after the skill has been cast.
** Level 1: They can summon up to 5 wild animals
** Level 2: They can summon up to 10 wild animals. 
** Level 3: They can summon up to 15 wild animals. 
Moonfuel (Minor) 
* Hunters of artemis gain the ability to create a nutritious substance known simply as moon chunks. In order to do this they must focus on different items of food and grasp them in their hands. They must then say a brief prayer to Artemis before clasping their hands together at which point a handful sized mound of cheese-like substance is placed in their hand. It is pale white like the moon and provides double the nutrients of whatever food was used to create it. It's a very useful power when on the road and resources are scarce, also, it tastes strangely like cheese.
* Level 1: they can do this once per day can only be as big as an apple
* Level 2: twice per day can only be as big as half a watermelon 
* Level 3: thrice per day can be any size 
Givens:
Previous Abilities (Given) 
* Whatever abilities a Hunter had as a nymph or a demigod, they keep and can use
Artemis’ Honor (Given)
* As maidens of Artemis, they carry a silver aura around them at all times, this is a signature of their status and immortality. Due to their newfound status, Hunters of Artemis have this uncanny ability to know where one another is at all times. 
Enhanced Physical Prowess (Given) 
* Hunters of Artemis are stronger and faster than regular mortals, demigods, and nymphs. 
Eternal Youth (Given) 
* Hunters of Artemis stay young for all eternity, as long as they don't break their vows or die. Breaking a vow can cause serious bodily harm or death. They are 
Exceptional archers (Given)
* Hunters of Artemis are granted exceptional prowess and abilities when using a bow and arrow
Zoolingualism (Given) 
* They can talk to wild animals
Night Owl (Given)
* The hunters of Artemis have been blessed with the ability (or curse) to be more active during the night, their powers work better when the moon shines on them.
Weapon Summoning (given) 
* Hunters of Artemis can summon any of their special hunter weapons all will. When they're done using these weapons they can make them disappear until they're needed again. Silver bow, hunting knife, The Hunter’s Quiver - 2 tripwire arrows that will act like.. Well a tripwire and snag the opponents feet causing them to fall over 2 - fart arrows that release a foul smelling odor into the air, it burns the nasal passage and causes feelings of nausea in a 10 foot radius. 
The kiss of moonlight (Given)
* When injured Hunters of Artemis are able to passively heal minor wounds by bathing under the moonlight, any major injuries will reduce in severity but will need healing from a healer/ambrosia/nectar inorder to completely heal. Things like minor lacerations, sprains, strains ect will heal completely under the moonlight.
The Hunter’s Quiver (Given)
* Hunters of Artemis gain a quiver of funky arrows with different purposes - 2 tripwire arrows that will act like.. Well a tripwire and snag the opponents feet causing them to fall over 2 - fart arrows that release a foul smelling odor into the air, it burns the nasal passage and causes feelings of nausea in a 10 foot radius. 
Blessings:
Blessing of the Forest (Blessing)
* This is a blessing bestowed upon the hunter at the discretion of Artemis herself. Hunters of Artemis are able to utilize beast transfiguration to fully morph themselves into an animal or take on three characteristics of that animal.