Base Class: Cleric
Deities, nature spirits and lesser animal gods who lay claim to the Beast Domain represent the untameable wilderness of nature; the animalistic traits of beasts, the relationship between predator and prey, and the complex interconnections that make up the ecological systems of the natural world. Due to the close connection these clerics form with beasts, many victims of lycanthropy turn to deities of the Beast Domain in search for a cure or a means to control their curse.
As a cleric of the Beast Domain, you hold a great love for the animals of the world, whether they are flies or elephants, and seek to protect and care for the unspoiled nature that is their home. Through your divine powers you seek to emulate the strength, fortitude and keen senses of beasts, fulfilling your role as champion of creatures for whom speech is impossible.
Bestial Aspect
Beginning when you choose this domain at 1st level, your deity has gifted you the traits of certain beasts. You gain the following benefits:
- You learn the thaumaturgy cantrip, which does not count against your total number of cantrips known.
- You gain proficiency in the Wisdom (Perception) skill, and have advantage on Wisdom (Perception) checks.
- Your movement speed increases by 10 feet.
Domain Spells
You gain domain spells at the cleric levels listed in the Beast Domain Spells table. See the Divine Domain class feature for how domain spells work.
Beast Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | hunter's mark, speak with animals |
| 3rd | animal messenger, enhance ability |
| 5th | conjure animals, haste |
| 7th | dominate beast, polymorph |
| 9th | awaken, commune with nature |
Channel Divinity: Wildshift
At 2nd level, you can channel divine energy to take on a powerful, yet temporary, bestial form. As a bonus action, you can spend a use of your Channel Divinity feature to take on a temporary bestial form for up to 10 minutes, until you are killed, or until you choose to end it as a bonus action. You immediately gain a number of temporary hit points equal to your cleric level plus your Wisdom modifier, and for the duration, you gain the following benefits:
- You gain a +1 bonus to AC.
- You can take the Dash action as a bonus action on each of your turns.
- You grow some form of bestial weapon on your body, such as claws, a fanged maw or a set of antlers, referred to as a Rend attack. If you hit with it, you deal bludgeoning, piercing or slashing damage (your choice) equal to 1d8 + your Strength modifier. If you score a critical hit or reduce a creature to 0 hit points with a Rend attack, you can make another attack with it as part of the same action.
Enhanced Instincts
At 6th level, you’ve further honed your bestial senses. You gain advantage on initiative rolls. In addition, other creatures cannot gain advantage on attack rolls against you as a result of being invisible or hidden.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with bestial ferocity. 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 weapon’s type to the target.
At 14th level, the extra damage increases to 2d8.
Blessed Hide
At 17th level, your bestial form grows stronger. While your Channel Divinity: Wildshift feature is active, you gain resistance to bludgeoning, piercing and slashing damage from attacks that aren’t silvered.
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