Nature Domain, Variant (5e Subclass)

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Nature Domain, Variant[edit]

Cleric Subclass

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Domain Spells[edit]

1st-level Nature Domain feature

Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level Spells
1st Animal Friendship, Speak with Animals
3rd Beast Sense, Spike Growth
5th Conjure Animals, Speak with Plants
7th Dominate Beast, Locate Creature
9th Commune with Nature, Insect Plague

Acolyte of Nature[edit]

1st-level Nature Domain feature

You learn Druidcraft cantrip and one druid cantrip of your choice. Those cantrips doesn't count against the number of cleric cantrips you know and they count as cleric cantrips for you. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency[edit]

1st-level Nature Domain feature

Also at 1st level, you gain proficiency with heavy armor.

Nature's Wrath[edit]

2nd-level Nature Domain feature

As a action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Dexterity saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Dampen Elements[edit]

6th-level Nature Domain feature

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.

Divine Strike[edit]

8th-level Nature Domain feature

You gain the ability to infuse your weapon strikes with divine energy. 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature[edit]

17th-level Nature Domain feature

When you cast the Conjure Animals spell, you do not need to concentrate on the spell, and it will always be cast 2 spell slots higher than the one used.



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