Base Class: Cleric
These are clerics who are close to nature and the beasts who live there, and you channel your divinity from a connection with Mother Nature. This gives you the abilities of the beasts who live in nature in addition to typical cleric abilities.
Beast Domain Spells
- 1st level: Hunter's Mark, Jump
- 3rd level: Animal Messenger, Locate Animals or Plants
- 5th level: Fly, Haste
- 7th level: Dominate Beast, Polymorph
- 9th level: Commune with Nature, Hold Monster
(Source: This is published in Beast Domain Cleric Subclass and used in The Kingdom of Grimsby Bremen Town Musicians published by Cat Tale Press 2021)
This is available: drivethrurpg.com/product/361738/Beast-Domain-Cleric-Subclass
Skill Proficiencies
When you choose this domain at 1st level, you gain expertise in one of the following skills: Animal Handling, Nature, Perception, or Survival.
Animal Handling Expertise
You have expertise in Animal Handling.
Nature Expertise
You have expertise in Nature.
Perception Expertise
You have expertise in Perception.
Survival Expertise
You have expertise in Survival.
Beast Stride
Moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Channel Divinity: Animal Instincts
Starting at 2nd level, when you successfully hit a creature with a melee attack, you can change one of the damage dice to its maximum damage value. You can choose to use the ability after the roll and before the effects are announced.
Frightening Ally
Beginning at 6th level, when a creature attacks an ally within 30' of you, you may use your reaction to make animal-like noises to frighten the attacking creature causing the frightened condition. The creature must be able to hear you and must succeed on a Wisdom Saving Throw. On a failure, the condition lasts until the end of the creature’s next turn. Additionally, you can move directly towards it as much as your movement allows if you choose. This can be used the same number of times as 1 + your Constitution modifier and it refreshes after a long rest.
Beastly Attacks
At 8th level, you harness the divine force of beasts when making a melee weapon attack. You deal an additional 1d8 force damage when you hit a creature with a melee weapon attack. This increases to 2d8 at 14th level.
Nature Spellcasting
Starting at 17th level, you always have 4 druid spells prepared--one at 6th, 7th, 8th, and 9th spell levels. These are always known, don't count against your known spells, and do consume a spell slot when used.
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