Base Class: Cleric
Cleric Subclass
Clerics of the Beastborn Domain revere primal forces that straddle the divine and the wild. They serve beast gods—ancient spirits of thunder, instinct, and untamed strength. Through ritual, fang, and fury, these clerics channel the divine essence of predators and storm spirits, becoming sacred vessels of nature’s wrath and endurance.
Marked by animalistic traits and fierce auras, Beastborn clerics often come from tribal, rural, or warlike cultures. They serve as both protectors and punishers—guardians of sacred wilderness and avatars of divine instinct.
Beastborn Domain Features
| Cleric Level | Feature |
|---|---|
| 3rd | Primal Instinct |
| 6th | Thunder in the Blood |
| 17th | The Beast Awakens |
Primal Instinct
Your divine bond with the wild manifests in feral form and raw instinct. You wield the strength, speed, and fearsome presence of the beast gods.
📜 Domain Spells
You always have the following spells prepared. They don’t count against your number of prepared spells:
| Cleric Level | Spells |
|---|---|
| 3rd | Earth Tremor, Thunderwave |
| 5th | Enhance Ability, Pass Without Trace |
| 9th | Erupting Earth, Call Lightning |
| 13th | Stone Shape, Freedom of Movement |
| 17th | Commune with Nature, Wall of Stone |
🐾 Natural Weapons
You grow claws, fangs, or other bestial features. Unarmed Attacks with these are magical and deal 1d6 slashing or piercing damage (your choice) and have the finesse property (you may use either Strength or Dexterity for attacks and damage rolls with them).
🧬 Beast Aspect
As a bonus action, you invoke the spirit of a primal beast. Choose one of the following aspects; the effect lasts for 10 minutes, or until you use this feature again. You can use this feature a number of times equal to your proficiency bonus per long rest.
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Ram’s Resilience. If you move at least 20 feet straight toward a creature and hit it with a melee attack, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
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Snake’s Stillness. If you haven’t moved since the start of your last turn, you gain +2 AC and advantage on all attack rolls until the start of your next turn. This effect ends early if you move.
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Jackal’s Sprint. Your movement speed increases by 15 feet. You may Dash as a bonus action, and you do not provoke opportunity attacks when moving.
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Raven’s Leap. Once per turn, you gain a flying speed equal to twice your walking speed until the end of that turn. You fall unless supported.
🗣️ Channel Divinity: Call of the Wilds
You unleash a divine roar that emboldens your allies and shatters your enemies’ resolve.
As an action, you present your holy symbol and bellow with primal might:
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Allies of your choice within 30 feet gain advantage on Strength and Constitution checks and saving throws for 1 minute.
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Enemies of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier).
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On a failed save, they take 2d10 thunder damage, and are frightened and deafened until the start of your next turn.
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On a successful save, they take half damage and suffer no additional effect.
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Thunder in the Blood
Your body thrums with the divine pulse of the storm and the strength of the wild.
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Primal Guard. While you are not wearing armor, you add your Wisdom modifier to your AC, in addition to your Dexterity modifier.
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Storm-Forged. While you are wearing armor, you gain resistance to thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical weapons.
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Savage Grace. When you hit a creature with your natural weapons, you deal additional damage equal to your Wisdom modifier (minimum 1).
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Irresistible Force. When you force a creature to make a saving throw to resist being pushed or knocked prone by one of your Cleric spells or subclass features, you may add your Wisdom modifier to the save DC.
The Beast Awakens
You become the living vessel of divine instinct—a storm-clad predator who moves, strikes, and adapts with unstoppable force.
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Unleashed Form. When you take the Attack action on your turn, you can make two attacks with your natural weapons. In addition, your natural weapon attacks score a critical hit on a roll of 19 or 20.
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Feast of the Fallen. Once per turn, when you reduce a creature to 0 hit points with a natural weapon, you gain temporary hit points equal to your Wisdom modifier + your Cleric level, and you may immediately move up to half your speed and make one natural weapon attack as a bonus action.
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Instinctive Shifting. When you activate your Beast Aspect, it lasts for 1 minute. During that time, you may change your aspect at the start of each of your turns without expending additional uses.
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