Cleric
Base Class: Cleric

Agriculture is not only the foundation of all societies, but the seed of civilization as a whole. Gods of the harvest bless those who tend to the farm with a healthy and plentiful crop. While overlooked by many, these gods⁠—examples of which appear on the Harvest Deities table⁠—are quietly worshipped by numerous farmers across the world.

Clerics of the Harvest work to ensure that people are healthy and well-fed. While many are farmers themselves, others travel to small settlements, seeding the fields, feeding the hungry, and using their magic to nurture crop growth. If forced into combat, they avoid violence, instead preferring to ensnare their foes in writhing plants.

Example Diety Pantheon
Arawai Eberron
Berei Greyhawk
Chauntea Forgotten Realms
Chislev Dragonlance
Merikka Greyhawk
Sheela Peryroyl Halfling
Yondalla Halfling

Domain Spells

You gain domain spells at the cleric levels listed in the Harvest Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Harvest Domain Spells

Cleric Level Spells

1st

entangle, goodberry

3rd

aid, web (appears as vines)

5th

speak with plants, plant growth

7th

Evard’s black tentacles (appear as trees or crop stalks), grasping vine

9th

mass cure wounds, wrath of nature

Bonus Cantrips

When you choose this domain at 1st level, you gain the druidcraft and mold earth cantrips if you don’t already know them.

Grow Crops

Also starting at 1st level, you can quickly grow plants to heal your allies and bind your enemies. As an action, you can cause thick crops to burst from the ground in a 5-foot square you can see within 30 feet of you. The area of the crops lightly obscures your allies and is difficult terrain for your enemies. The crops last for 1 minute or until you use this feature again. When you take this action, you can decide whether the crops are helpful or harmful.

If you choose helpful crops, a friendly creature standing in the area of the crops can use a bonus action to eat them, gaining temporary hit points equal to 1d4 plus half your cleric level. Once eaten, the crops can’t provide this benefit until the start of your next turn, when they regrow. The temporary hit points granted by this feature last for 1 hour.

If you choose harmful crops, any hostile creatures standing in the area of the crops when they appear must succeed on a Dexterity saving throw against your spell save DC or be restrained by crops until it leave their area. A restrained creature can use its action to make a Strength check against your spell save DC, ending the effect on itself on a success.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Fruits of the Harvest

Starting at 2nd level, you can use your Channel Divinity to grow a harvest of magical crops.

As an action, you present your holy symbol and grow a feast containing eight portions of fruits, vegetables, and nuts. A creature which consumes a portion of the feast over the course of 1 minute regains hit points equal to your cleric level, and its hit point maximum increases by the same amount.

The feast spoils after 24 hours or if you use this feature again.

Farmer’s Stride

Beginning at 6th level, plants grow at your feet, impeding your foes and preventing your own movement from being hindered. While you are on the ground, the ground within 10 feet of you is difficult terrain for your enemies, and the distance you are moved by effects that move you against your will is reduced by 10 feet.

In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Divine Strike

At 8th level, the nourishment of your harvests have strengthened your body. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Bountiful Harvest

Starting at 17th level, when a creature consumes a portion of your Fruits of the Harvest, it is cured of all diseases and poisons and gains 30 temporary hit points. While it has these temporary hit points, becomes immune to disease and poison, and has advantage on saving throws against effects that cause any of the following conditions: blinded, deafened, frightened, paralyzed, stunned, and unconscious.

Previous Versions

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