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.
Cleric Level | Spells |
---|---|
1st | animal friendship, entangle |
3rd | barkskin, locate animals or plants |
5th | plant growth, speak with plants |
7th | grasping vine, guardian of nature |
9th | commune 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.