Cleric: Nature Domain

Original Source: Player's Handbook

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. 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.

Nature Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Table: Nature Domain Spells
Cleric LevelSpells
1stanimal friendship, entangle
3rdbarkskin, locate animals or plants
5thplant growth, speak with plants
7thgrasping vine, guardian of nature
9thcommune with nature, wrath of nature

Natural Initiate

1st-level Nature Domain feature
At 1st level, you learn two druid cantrips of your choice. These cantrips doesn't count against the number of cleric cantrips you know. Additionally, choose one of the following.

Arms of Nature

Prerequisite: Sacred Archer or Spirit Soldier
You gain proficiency with heavy armor.

Acolyte of Nature

You gain proficiency in one skill of your choice: Animal Handling, Nature, or Survival.

Wild Speech

1st-level Nature Domain feature
At 1st level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Additionally, you may choose to use Wisdom when making Nature checks.

Channel Divinity: Charm Animals and Plants

2nd-level Nature Domain feature
As in the Player's Handbook

Dampen Elements

6th-level Nature Domain feature
As in the Player's Handbook but can also affect poison damage.

Natural Strike

7th-level Nature Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 cold, fire, or lightning damage (your choice) to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature

15th-level Nature Domain feature
At 15th level, you choose four spells from the Druid spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.