Base Class: Cleric
Followers of the gods of nature, clerics of the Nature Domain build temples of living trees, or beneath the rushing flow of a waterfall, or as secluded glades filled with flowers that supply cities with clean air and water filtration services. Clerics of the nature domain not only protect nature, they espouse the benefits and services nature supplies to cities and settlements. They are often called upon to bless fields and farmland to ensure good harvests, or to help birth farm animals or care for abandoned pets. They are typically reticent to choose sides in political affairs unless and until the natural world is threatened.
Level 3: Nature Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Prepared Spells |
---|---|
3 | goodberry, animal friendship, barkskin, spike growth |
5 | conjure animals, plant growth |
7 | control water, ice storm |
9 | tree stride, wall of stone |
Level 3: Alter Terrain
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke the power of nature to alter terrain and shift the flow of battle. Choose one terrain type from the list below, this terrain fills a sphere with a 20 ft radius around a point you can see within 60 ft of you. You are unaffected by this terrain unless you choose to be affected. This change lasts for 10 minutes or until you choose to end it (no action required).
Terrain Types
- Arctic : The area is filled with slippery snow and ice, creatures that start or end their turn in the area must make a Dexterity saving throw against your spell DC or fall prone.
- Desert : The area is filled with thick blowing sand, the area is difficult terrain.
- Swamp : The ground in the area becomes saturated with water, creatures that end their turn standing in the area must make a Strength saving throw against your spell DC or become restrained until the start of their next turn.
- Forest : The area becomes heavily obscured with foliage and vegetation.
- Grassland : The area becomes easily traversed, pits and non-magical traps are filled in/overgrown by the thick grasses becoming non-functional and any difficult terrain in the area becomes normal terrain.
Level 6: Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Level 17: Master of Nature
When you use your Alter Terrain feature, you can use a bonus action to move one area of terrain to a new location you can see within 60 ft of you and/or change the type of terrain it is. In addition, at the end of each of your turns creatures of your choice within the altered terrain take 2d10 damage of a type determined by the terrain:
- Arctic : 2d10 cold damage
- Desert : 2d10 fire damage
- Swamp : 2d10 poison damage
- Forest : 2d10 force damage
- Grassland : 2d10 lightning damage
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