Nature Domain
Protect the Natural World and Harness its Power
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.
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 | Spells |
|---|---|
| 3 | Animal Friendship, Barkskin, Speak with Animals, Spike Growth |
| 5 | Plant Growth, Wind Wall |
| 7 | Dominate Beast, Grasping Vine |
| 9 | Insect Plague, Tree Stride |
Level 3: Acolyte of Nature
You are attuned to the magic of both divine and nature.
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Nature Magic. You learn one cantrip of your choice from the Druid spell list. This cantrip counts as a Cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. Whenever you gain a level in this class, you can exchange this cantrip for a different Druid cantrip of your choice.
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Natural Talent. You have proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Level 3: Charm Animals and Plants
You can use your Channel Divinity to charm animals and plants.
As a Magic action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Level 6: Dampen Elements
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
You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.