The Followings of Flora & Fauna Organization in Aren | World Anvil

The Followings of Flora & Fauna

A congregation of the category of Nature, the Followings of Flora & Fauna worship those gods and goddesses whose godly domains have to do with the natural world and all things therein.   The gods and goddesses whose realms fall under the Nature category are those who preside over the wild places of Rothlia; from the Eastern Cliffs to the Western Shore, their divine influence falls upon every rock and plant and creature, wild or domesticated. They are responsible for each leaf that grows and changes with the seasons' turn and every blade of grass which reaches for the sun, and for every drop of water which falls from the sky, every trickling stream which runs into the Great Rivers or falls into hidden subterranean lakes deep inside of the Lunazir Rainforest. Every aspect of nature falls within their purview, and, consequently, all aspects of nature have come to be revered by their followers in some form or another. Druids and rangers are known especially for their roles in the Following of Flora & Fauna, but the congregation counts many clerics and paladins among their number as well.  

Deities of Nature

There are seven deities whose realms fall under the category of Nature: Balinor, Belenon, Dova, Majunith, Opalin, Roan, and Selûnin.   Balinor, god of mountains and valleys, is responsible for Rothlia's land. The swirling sands of The Teloran Desert, the sprawling expanse of The Ukotu Mountains, the grassland upon which the Tortoises of the Rhine walk; all of it falls under Balinor's domain. He is responsible for each grain of sand in the Teloran Desert, each pebble upon which the Ukotu Mountains are built, every inch of rich soil in which the grasses of the Rhine grow. His paladins and clerics are concerned primarily with the land as a whole and how it is used.   Belenon, god of agriculture and livestock, is responsible for every aspect of farm life; fields tilled or fallow, pastures, orchards, and cropland. His divine influence is a blessing to farmers, who rely on his teachings in order to determine when to sow and when to harvest. Belenon's clerics and paladins oversee the proper maintinence of farmland, ensuring that farmers do not misuse their land.   Dova is god of plants and healing. As such, his domain falls under both the Nature and Life categories. The aspects of his domain which concern the Followings of Flora & Fauna are plants, growth, rot, and decay. Dova is responsible for the cycle of life which all living things are governed by. His Nature category clerics and paladins take an active role in ensuring that all of Rothlia's plants and animals are growing and then decaying as they should.   Majunith, goddess of woodlands and rivers, is responsible for the health of Rothlia's forests and for most of Rothlia's fresh water. She dictates where every acorn falls, where each flower and tree and shrub grows within the forests of Rothlia. She dictates the flow of the Great Rivers; decides how swiftly Rothlia's rivers run and where they ought to twist or turn. Her clerics and paladins often work towards maintaining the health of Rothlia's forests and water sources.   Opalin, goddess of sea and storm, is responsible for the Siralin Sea and Rothlia's coastal environments, as well as the creatures that rely on them. Opalin is responsible for the ebb and flow of the tides, the deep kelp forests, and the shoals of fish upon which many of Rothlia's peoples rely. She also commands the storms which sweep across the Rhine and along Rothlia's coasts, bringing water to those places which the Great Rivers do not reach. Her clerics and paladins are concerned with the health of Rothlia's coastal regions, ensuring that fisherfolk don't take too much from the natural bounty of the ocean.   Roan, god of the sun, is responsible for warmth, fire, and ash. He stokes the fires in Aren's core, and long ago brought the Ukotu Mountains up from nothing. His radiant light feeds the plants of Rothlia and his volcanic ash enriches the soil; his fire scorches the earth, clearing away dead plants to make room for new growth. Roan's clerics and paladins oversee the yearly burning of dead plant matter both in the forests of Rothlia and on the Rhine.   Selûnin, goddess of the moon, is responsible for Aren's cold and ice. Much of Rothlia's fresh water supply is held, frozen, within The Great Ice north of the Rhine. Selûnin paints each individual snowflake and every curl of frost with meticulous care. Her paladins and clerics protect creatures from the cold during hard winters, and ensure that plants recieve the proper amounts of cold during the winter months each year so they may properly rest before springtime comes.

Granted Divine Powers

The seven deities which make up the category of Nature each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Nature each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric

  At each indicated cleric level, you add the listed domain spells to your spells prepared. 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.
 
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.  
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.  
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  
Divine Strike
At 8th level, 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Storm Born
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Paladin

 
The Oath of Environmentalism
Paladins who follow the paths of deities in the Nature category swear themselves to the conservation of whichever aspect of nature their deity presides over. Sometimes called Green Knights or Farmhands, these paladins work to ensure that Rothlia's wild spaces remain as they should be.  
Tenets of Faith
The four tenets of the Oath of Environmentalism are simple:   Spring: Through your actions, foster the growth of love and joy for Rothlia's plants, creatures, and environments. Summer: Where there is wildlife, stand against any who would destroy them. Where wild things grow, stand against those who would uproot them. Where life flourishes, stand against the forces that would render it barren. Autumn: Delight in Rothlia's wild spaces, and find joy in both plants and animals. If you allow yourself to forget your love for Rothlia's natural environments, you cannot hope to protect them from others.
Winter: Be a role model for others. Stand strong like an oak tree in the face of all who would destroy Rothlia's natural beauty, so others may know how to do the same. Let the love you feel for Rothlia's wild places shine forth in all that you do.   You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
 
Channel Divinity: Nature's Wrath

Starting at 3rd level, you can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.  
Channel Divinity: Hound the Extrinsic

Also starting at 3rd level, you can use your Channel Divinity to utter ancient words that are painful for those not native to the Material Plane* to hear. As an action, you present your holy symbol, and each creature within 30 feet of you that can hear you and is not native to the Material Plane must make a Wisdom saving throw. On a failed save, the creature is affected for 1 minute or until it takes damage.   An affected creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is affected.   *For the purposes of this feat, constructs and other creatures made of/from magic are counted as hailing from Kouralin, the Plane of Magic. Creatures infected/transfigured by magic do not count as hailing from Kouralin. Descendants of any interplanar-travellers do not count as hailing from outside of the Material Plane.  
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.  
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.  
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: -At the start of each of your turns, you regain 10 hit points. -W henever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. -Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can’t use it again until you finish a long rest
Type
Religious, Pantheon
Alternative Names
The FFF, the Farmer's Association
Parent Organization