Cleric
Base Class: Cleric

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.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Acolyte of Nature

At 1st level, you learn 3 cantrips of your choice from the Druid spell list. These cantrips count as a cleric cantrips for you, but it doesn’t count against the number of cleric cantrips you know.

In addition, Each level (including 1st) You learn 3 spells from the Druid spell list. You may only acquire spells that you have an available spell slot for. These spells are added to your Domain spell list. As such counts as a cleric spell for you, but it doesn’t count against the number of cleric spells you know or may have prepared.

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

 

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

 

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, poison, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

 

Nature's Harvest

As an 8th-level cleric, you can use your Action to channel divine energy and create a number of Nature's Harvest servings equal to your Wisdom modifier (minimum 1 serving). Each serving appears as a small, radiant, and nourishing piece of food.

A creature may consume a serving of Nature's Harvest as a Bonus action to regain hit points equal to your cleric level plus your Wisdom modifier. It satisfies their hunger for one day.

Alternatively, instead of healing, a serving may also cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single serving separately for each one.

As a Bonus action, you may sprout a plant in a location you can see within 60ft. This sproutling administers a single serving to target within 5 ft.

Nature's Harvest servings are infused with divine magic and do not spoil. However, they lose their potency if not consumed within 24 hours.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) before needing to complete a long rest to replenish your ability to create more.

 

Grasp of Nature

At 13th level, you gain the ability to infuse your weapon strikes and plants with divine energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 3d8 cold, poison, fire, acid, or lightning damage (your choice) to the target. A creature dealt damage this way must succeed on a Strength saving throw or be restrained by vines for 3 rounds. No limit on use

In addition, as an Action, Concentrate and grasping vines burst forth to fill a 20-foot square on ground that you can see within 90ft. You can have the vines in any formation within this space. For 1 minute, these vines turn the ground in the area into difficult terrain. When a hostile creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 cold, poison, fire, or lightning damage (your choice) and be restrained by the vines until the effect fades. 

You may use this feature a number of times equal to your wisdom modifier.

A creature that starts its turn already restrained by the vines takes 3d6 cold, poison, fire, or lightning damage (your choice).

A creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Spell DC (8 + Proficiency + Wisdom modifier)

 

Call to the Deep Woods

Starting at 17th level, You gain the ability to reach out into the Wild Planes. 

As an Action, You call forth a corporeal spirit. It manifests in a form of your choice in an unoccupied space that you can see within 60ft. This corporeal form uses the Celestial Spirit stat block. When you use this feature, it gains both Avenger and Defender. The creature disappears when it drops to 0 hit points or 1 hour.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. 

Spell level is equal to half your Cleric level.

You may use this feature a number of times equal to your Wisdom modifier before needing to Long rest.

Alternatively, As an Action, You may consume a use of this feature to cast your choice of; Conjure: Animals, Celestial, Fey, Elemental, Woodland Beings; Or Summon: Beast, Elemental, Fey; Or Find Steed. You do not need any material components for these spells.

All Creatures brought forth this way remain Friendly if concentration is broken. However, they no longer obey your commands.

If a spell should summon a creature with attributes of your choice, You may use a Bonus action to switch attributes. (ex. elementals, and Summon spells)



Comments

Posts Quoted:
Reply
Clear All Quotes