Nature Domain Variant (Mardy)

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Nature Domain Variant

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.

Nature Domain Spells

Cleric Level Spells
1st Goodberry, Speak with Animals
3rd Barkskin, Gust of Wind
5th Plant Growth, Wind Wall
7th Grasping Vine, Locate Creature
9th Insect Plague, Tree Stride

Acolyte of Nature

At 1st level, you learn the druidcraft cantrip in addition to one druid cantrip of your choice.
Additionally, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiencies

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Grasp of Nature

Starting at 2nd level the you can use your Channel Divinity to call upon nature to restrain your enemies with grasping vines, shifting sands and harrying winds, either spectral or physical.


As an action, you can present your holy symbol and invoke the name of your deity. Creatures of your choice that you can see within 30 feet of you must succeed on a Strength saving throw or have their movement speed reduced to 0 until the end of your next turn. A creature that has its movement speed reduced to 0 can attempt to break free from the effect by using an action on its turn to repeat the saving throw, ending the effect early on a success.

Dampen Elements

Beginning at 6th level, 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.



Divine Strike

At 8th level, 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

Primal Calling

When you reach 17th level, you can use an action to unleash a deep rumbling roar, summoning forces of nature to aid you in combat. Choose one of the options below:

  • One Wood Woad or one Shambling Mound.
    Additionally, the ground in a 10 feet radius around the summoned creature is considered difficult terrain.
  • One beast of CR 5 or lower or two beasts of CR 2 or lower.
    Additionally, when one of your allies attack a creature within 5 feet of one of the beasts summoned by this feature, the beast can use its reaction to give the attacker advantage on the attack roll.


The creatures appear in unoccupied spaces within 60 feet of you that you can see. They are friendly to you and your companions and act immediately after your initiative. You can verbally command them on each of your turns (no action required). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no Actions. A creature summoned by this feature disappears when it drops to 0 Hit Points or after 1 minute has passed. Once you use this feature, you must finish a long rest before you can do so again.






















Art: Emmara, Soul of the Accord by Mark Winters
Many thanks to all the people of the Discord of Many Things and my good friend R. Created by u/PonderPander

 

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