Cleric
Base Class: Cleric

Clerics of the Harvest Domain seek to both cultivate the bounties of nature and maintain the commerce of civilization. Objectives that are, at many times and in many ways, opposed. Through the wisdom and guidance of gods of nature and prosperity, they marry the two in the harmonious ways of agriculture.

Domain Spells

At 1st Level, You gain domain spells at the cleric levels listed in the Harvest Domain Spells table below:

Harvest Domain Spells
CLERIC LEVEL SPELLS
1st Create or Destroy Water, Goodberry
3rd Scorching Ray, Healing Spirit
5th Erupting Earth, Plant Growth
7th Grasping Vine, Fabricate
9th Commune with Nature, Dawn

Bonus Cantrips and Proficiency

At 1st Level, You learn the Druidcraft and Mold Earth cantrips and you gain proficiency in one of the following tools:

Brewer's supplies, Cook's Utensils, Glassblower's tools, and Woodcarver's tools.

Bountiful Branch

At 1st level, You are blessed with a tool that bears the power of cultivation. Whenever you finish a long rest, you can touch 1 staff. Alternatively, you can touch either a twig or a handheld farming tool to magically transform it into a staff. A staff enhanced or created in this way becomes magical if it isn't already, can be used as a Cleric spellcasting focus, and can be used as a quarterstaff. When you attack with it, you use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This enhancement lasts until you finish another long rest.

As a Bonus Action while wielding this staff, you can expend a spell slot and make one amplified weapon attack with it. The expended spell slot causes magical berries to grow off of your staff as you attack, the berries wilting by the end of your attack. If you hit with a weapon attack amplified in this way, you deal an additional 2d8 acid damage as the berries growing off your staff magically burst. An amount of creatures equal to your Wisdom modifier that you can see within 60 ft. of you are then healed for an amount equal to the damage roll of your attack.

Additionally, whenever a creature is hit by your staff, harmless plant life briefly grows off of it from where it was hit for one minute. A creature affected in this way is considered a plant type creature along with its original creature type. It can use an Action to attempt to rip the plants off of itself, making a Strength (Athletics) check against your spell save DC. The plants remain upon a fail, being ripped off upon a success. If a creature is bound by plant life in this way from an attack amplified by this feature, it suffers from the following additional penalties:

  • Once per turn, attack rolls made against this creature gain a +1d4 bonus.
  • The creature becomes vulnerable to fire damage. 

Channel Divinity: Water into Wine

At 2nd level, You can use your Channel Divinity to bless water with a prayer. As an Action, you bless one water-filled vial you carry with a touch. The water within the vial becomes consecrated and turns into any beverage of your choice. If no beverage is chosen, the water becomes grape wine. A vial is blessed for a maximum of 24 hours, and only a number of vials equal to half your Proficiency bonus (rounded down) can be blessed in this way at a time.

As an Action, a creature can drink from a vial it has within its possession, gaining a pool of d8 dice. The maximum amount of dice it gains within its pool is equal to your Wisdom modifier + half your Cleric level (rounded down), and cannot exceed that number. Upon drinking the contents of a vial, and at the start of its turns for the next minute, a creature can expend portions of its dice pool to gain one of the following benefits of its choice until the end of the turn:

  • The creature is healed for an amount of Hit Points equal to a roll of the dice expended. For instance, if a creature expends 2d8 of its dice pool, it is healed for 2d8 Hit Points.
  • The first damage roll the creature makes on its turn deals an additional amount of damage equal to a roll of the dice expended, to a maximum of 5d8. For instance, if a creature expends 2d8 of its dice pool, it deals an additional 2d8 damage with its first damage roll on that turn.
  • The creature gains a bonus to its AC and all saving throws equal to the number of dice expended. For instance, if a creature expends 2d8 of its dice pool, it gains a +2 bonus to its AC and all saving throws.

Miracles of the Green Thumb

At 6th Level, You can overflow the fields with miracles, the land protecting you with its blessings in kind. When you cast the 8 hour version of the Plant Growth spell in order to enrich land, you can amplify the spell by granting it one or more of the following additional effects of your choice. However, if you do so, you cannot amplify Plant Growth in this way again for seven days, unless you cast the spell at 5th Level or higher:

Cleanse Land. Any non-crop plant life of your choice within the enriched land, such as trees and foliage, burn away and fertilize the soil.

Till Earth. Any area of soil of your choice within the enriched land becomes tilled.

Bless Livestock. Prerequisite: 11th Cleric Level. For one year, any lifestock within the enriched land yield twice the normal amount of its produce.

Pestilence Scarecrow. Prerequisite: 11th Cleric Level. For one year, the enriched land repels creatures that are harmful to crops and livestock, such as wolves, mites, or weeds.

Irrigate Field. Prerequisite: 17th Cleric Level. For one year, sourceless rivers of clean water begin to flow throughout the enriched land in an arrangement of your choice.

Greenhouse Season. Prerequisite: 17th Cleric Level. For one year, crops that grow within the enriched land are unaffected by weather that is harmful to crops, such as floods, low temperatures, or dry winds.

Additionally, you gain the following benefit:

Blessing of the Cultivator. As an Action, you can give yourself the following benefits for 1 hour:

  • You make Animal Handling checks and Nature checks with advantage.
  • Whenever a creature is healed either by a spell you cast or through one of your Cleric features, rolls of 1 are treated as rolls of 2.
  • If a creature you can see within 30 ft. of you is a beast or plant type creature, it makes attack rolls against you with disadvantage and you make saving throws against its effects with advantage.

You can do so once per long rest, unless you expend a spell slot of any level to use this action again. 

Divine Strike

At 8th level, You gain the ability to infuse your weapon strikes with potent fermentation. Once on your turn when you hit a creature with a weapon attack, you deal an additional 1d8 acid damage.

At 14th Level, this extra damage increases to 2d8.

Abundant Yielding

At 17th level, Your healing is not wasted, even when it overflows. When a creature (including yourself) is healed either by a spell you cast or through one of your Cleric features, it is affected by one of the following depending on the results of the healing:

  • If your target's Hit Points are below its maximum after the healing, it is healed an additional 1d8 Hit Points.
  • If your target's Hit Points are either already at its maximum or brought to its maximum after the healing, any remaining healing is not wasted and becomes temporary Hit Points. If your target already has any amount of temporary Hit Points, that amount is added to what it gains in this way. For instance, if your target's current Hit Point amount is 25 with a Hit Point maximum of 30 and you heal it for 15 Hit Points, it gains 10 temporary Hit Points after being fully healed. It instead gains 15 temporary Hit Points if it had 5 temporary Hit Points prior to being healed.

If your healing targets multiple creatures, only one target of your choice is affected in this way.

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