Nature Domain

Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

 

Level 3: Nature Domain Spells

Your connection to the divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.

Nature Domain Spells
Cleric LevelPrepared Spells
3Animal Friendship, Speak With Animals, Barkskin, Spike Growth
5Plant Growth, Wind Wall
7Dominate Beast, Grasping Vine
9Insect Plague, Tree Stride
 

Level 3: Acolyte of Nature

You learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

 

Level 3: Bonus Proficiency

You gain proficiency with heavy armor.

 

Level 3: Charm Animals and Plants

You can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

 

Level 6: Dampen Elements

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

 

Level 8: Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Level 17: Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

 


 

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