Beast Domain
Many deities have totem animals, the Wise Owl, the Proud Stag, the Hunting Wolf, the Biting Snake, the waiting spider. The Beast domain allows you to directly embody these animals and call upon others to come to your aid. Also giving them abilities to become truly awe inspiring representations
of these animals.
Deities: Cephalus, Eskil, Kaya
Beast Domain Spells
Cleric Level Spells- 1st--Animal Friendship, Speak with Animals,
- 3rd--Enhance ability, Pass without a trace
- 5th--Conjure Animals, Protection from energy
- 7th--Freedom of movement, Locate Creature
- 9th--Commune with Nature, Tree Stride
Attuned To Nature
At 1st leveI, You know one cantrip from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal handling, Nature or Survival.Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with Martial Weapons.Channel Divinity: Become The Beast
Starting at 2nd level, you can use your Channel Divinity to become the beast. As an action, you present your holy symbol and invoke the name of your deity and become the beast. Choose one beast form that represents the moral ideals of your deity that is no larger than Medium, that has a challenge rating of 1/8 or lower .You can change this selection as you go up levels and more options become available to you. If the beast you want to select does not exist in the PHB or MM discuss with your DM how you can alter or apply a new theme to an existing beast to better suit your Deity.Beast Form
Cleric Level Max CR Limitations- 2nd: 1/8 No Flying, No Swimming
- 4th: 1/4 No Flying
- 8th: 1/2 -----
- You add your proficiency bonus to the beast’s AC, attack roIls, and damage rolls if its higher than its already existing proficiency modifier, also as to any saving throws and skills that both you or it is proficient in.
- Your physical statistics are replaced by those of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the beasts. If the beast has the same proficiency as you and the bonus in its stat block is higher than yours, you use the beast’s bonus instead of yours.
- When you transform, you assume the beast’s hit points and Hit Dice. Its hit point maximum equals its normal maximum or three times your cleric leveI, whichever is higher. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to O hit points, any excess damage carries over to your normal form.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
- Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Spiritual Weapon, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Presence Of The Beast
Starting at 6th level, your mastery and understanding of beasts grants you the following special abilities: You know two of the following attacks, which you may use a number times equal to half your wisdom modifier (a minimum of 1) per short or long rest. Known as Bestial Postures- BELLOWING ROAR: .On a successful melee attack , you bellow a ferocious roar, the target must make a wisdom saving throw or be frightened by you until the end of your next turn.
- ENCHANTING GRACE: You take a beguiling stance fixing a creature that is not already hostile towards you with a stare. The target must make a wisdom saving throw. On a failed save the target is charmed by you for 1 minute and must use all its movement to move directly toward you. This charm ends once you or your allies attack the creature .
- MENACING SNARL: On a successful Melee attack, you vent a menacing snarl, forcing the creature to keep its focus on you .The target must make a wisdom saving throw or fail the next attack roll against the target by any ally that has advantage when the attack is made before the end of your next turn.
- PROVOKING GROWL: .On a successful melee attack, you rumble a provoking growl. The target must make a wisdom saving throw or have disadvantage on all attack rolls it makes against any creature other than you, until the end of your next turn.

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