Cleric
Base Class: Cleric

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

Cleric Level Spells
1st Animal Friendship, entangle
3rd Spike Growth, Healing Spirit
5th Plant Growth, Wind Wall
7th Grasping Vine, Aura of Purity
9th Tree Stride, Wrath of Nature

Nature's Follower

At 1st level, you learn one druid cantrip, this cantrip doesn't count against the number of cleric cantrips you know and it counts as a cleric spell for you. You also gain one skill proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival

Bonus Proficiency

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

Channel Divinity: Germination

Starting at 2nd level. You learn how to use your Channel Divinity to bloom nature's innate power to heal and protect others. An an action, you channel the essence of life into the ground beneath you, causing any number of creatures of your choice within 20 ft. of you regain a number of hit points equal to your cleric level plus your Wisdom modifier. Any excess of healing from this feature turns into temporary hit points.

Nature Barrier

At 6th level, you are able to call forth the power of the nature around you and shape it to protect others or yourself. When you or another creature within 15 ft. of you take damage, you can use your reaction to reduce that damage by 2d8. In addition, the first time the target hits another creature with a weapon attack before the end of the target's next turn, the target of the attack takes 1d8 cold, fire, lightning, or thunder (your choice) additional damage.

When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and 4d8 at 14th level. The additional damage dealt by the target's next attack also increases to 2d8 at 14th level.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest. You can perform an hour-long ritual surrounded by soil, plants and animals to recover up to half your Wisdom modifier (rounded down) usages of this feature. Once you have benefit from this ritual once, you can't benefit from it again until you finish a long rest.

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, lightning, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Nature's Adalid

Starting at 17th level, Your bond with nature has reach the deepest of strengths. You can communicate both with animals and plants even if they cannot speak or understand any language. Plants and animals unable to speak can only communicate basic ideas to you.

In addition, you can as an action use your Channel Divinity to call upon your bond with nature, summoning an elemental creature to fight alongside you for 1 minute. When you take this action, an Earth, Air, Fire, or Water Elemental (your choice) appears within 10 ft. of you. The elemental follows your orders and is friendly to you and your companions. This elemental takes turn right after yours and you must use your bonus action to command it or otherwhise it can only take the dodge action.

The summoned creature gains the following benefits.

- The elemental understands any language you speak.
- The elemental gains a number of temporary hit points up to your cleric level.
- You can use your spell attack modifier for the elemental attacks.
- The elemental attacks deal additional damage equal to your Wisdom modifier.
- The elemental gains the Nature Barrier reaction (the damage reduction is 2d8 for it).

The elemental can use this reaction a number of times up to half your Wisdom modifier. When you use this action, any elementals summoned by this feature disappear.

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