Cleric: Nature Domain - Revision

by aeugh

Search GM Binder Visit User Profile

Nature Domain - Revised

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 Ensnaring Strike, Goodberry
3rd Barkskin, Pass Without Trace
5th Conjure Animals, Plant Growth
7th Conjure Woodland Beings, Stoneskin
9th Commune With Nature, Wrath of Nature

Acolyte of Nature

At 1st level, 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.

Additionally, 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 any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Bonus Proficiency

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Primeval Ward

Starting at 2nd level, you can use your Channel Divinity to use the primal energy within yourself to protect your allies against harmful magical effects.

As an action, you present your holy symbol, and an aura of warding extends 30 ft from you in every direction. For the next minute, creatures of your choice within the aura can use their reaction to gain advantage on a saving throw they are subjected to.























Channel Divinity: Limited Wildshape

At 6th level, you can use your Channel Divinity to magically take the shape of a beast. You can transform into a beast with a challenge rating of 1/2 or lower without a flying speed. You stay in a beast shape for one hour, or you can use your bonus action to revert to your normal form. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You follow all other rules for the Druid class's Wildshape feature.

At 14th level, you can take the form of a beast as high as challenge rating 1, and you may take the form of a beast with a flying speed.

Dampen Elements

Also 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.

Master Nature

At 17th level, the energy of nature flows through you freely, and you can direct it towards those who you choose.

As an action, roll a d10. Each creature of your choice within 30 ft of you must make a Wisdom saving throw or transform into a beast of your choice with a challenge rating equal to or lower than the number you rolled on the d10. Creatures can willingly fail this save, and the creatures can be the same or different beasts. These transformations last for one minute, or until you lose concentration (as if concentrating on a spell), or until the target drops to 0 hit points or dies.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Once you use this feature, you cannot do so again until you finish a long rest.


Art Credit

"Matriarch" by TamberElla

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.