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.

Natural Proficiencies

When you choose this domain at 1st level, you gain proficiency with one choice of Survival, Nature, Animal Handling, or Perception. If you choose a skill you are already proficient in, gain Expertise for that skill. (double proficiency bonus)

Gain Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

Gain Unarmored Movement. While you are not wearing armor your speed increases by 10 feet immediately and 5ft every 5 Cleric levels earned afterward.

Acolyte of Nature

-  At 1st level, you learn 5 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 5 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, Survival, or Perception.

Nature Domain Spells
Cleric Level / Spell Level Spells
1st Animal Friendship, Druidcraft 
3rd/ 2nd Barkskin, Spike Growth
5th / 3rd Plant Growth, Wind wall
7th / 4th Dominate Beast, Grasping Vine
9th / 5th Insect Plague, Treestride
11th / 6th Transport via Plants, Sunbeam

 

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 attack.

Care of the Reaper

 Divine Strike

-  As an 8th level cleric, 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 roll you can cause it to deal an extra 1d8 cold, poison, fire, acid, or lightning damage (your choice) to the target and the creature must succeed on a strength saving throw or be restrained by vines for 3 rounds. 

  • When you reach 13th level, the extra damage increases to 2d8. Increasing to 3d8 at 17th level.

Reap

-  In addition, as an 8th level cleric, you gain the ability to create spontaneous deadly growth. Designate any number of target creatures to be unaffected by this ability and choose a space on the ground that you can see within 90ft. Then as an action, concentrate, and grasping vines burst forth to fill either; a wall up to 60ft long 20ft tall 5ft wide, or a 20-foot square.

  • You can have the vines in any formation within this square up to 20 ft tall. 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 make a Dexterity saving throw. On a failed save, takes 6d6 cold, poison, fire, acid, or lightning damage (your choice) and be restrained by the vines until the affect fades, or only half as much damage on a successful save.
  • When you reach 13th level, the damage increases to 8d8. Increasing to 10d10 at 17th level.

You may use this additional feature a number of times equal to your Wisdom Modifier. You may spend spell slots to cast this ability. Each spell slot after 1st adds an additional die to damage.

A creature restrained by either type of 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 save DC (8+ Proficiency + Wisdom modifier)

  • As an 13th level cleric, a creature that ends its turn restrained by either type of vines takes an additional 3d6 cold, poison, fire, acid, or lightning damage (your choice)

Sow

-  As an 8th level cleric, You gain the ability to release a pollen-like cloud of healing energy from a point of your choice within 60ft. As an Action choose up to six creatures in a 30-foot-radius sphere centered on that point. Flowers bloom there and each target regains hit points equal to 3d6 + your cleric level + your spellcasting ability modifier. When this cloud heals a target, you may also cure targets of one disease or neutralize one poison affecting them. 

When you reach 13th level, the healing increases to 4d10 + level + spellcasting mod.

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 do so.

Alternatively, you may spend spell slots to cast this ability. Each spell slot after 1st adds an additional die of healing and may cure one additional ailment.

 

Call to the Deep Woods

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

As an Action, concentrate, and You call forth a manifestation of nature. It spawns in an unoccupied space that you can see within 60ft. This corporeal form uses the Venerable Treant stat block. The creature disappears when it drops to 0 hit points or 1 hour. You may use this ability a number of times equal to your Wisdom modifier before needing to Long rest.

You Know the spells; Conjure: Animals, Celestial, Elemental; Summon: Beast, Celestial, Elemental; and Find Steed. They don't count against the number of cleric spells you know, and you can cast them without a material component. You can consume a use of this feature to cast them times equal to your wisdom modifier without using a spell slot.

  • These creatures are an ally to you and your companions. In combat, the creatures share your initiative count, but take their turn immediately after yours. They obey your verbal commands. If you don’t issue any, they take the Dodge action and use their move to avoid danger. 
  • 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)

Whenever you start casting the ability or spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. All Creatures brought forth by this feature remain Friendly if concentration is broken. However, they no longer have to obey your commands. 

 

 

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