Nature Domain Spell in D&D world | World Anvil
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Nature Domain

The Nature domain is a set of spells that were granted by deities whose portfolio included the natural world, such as God Thylles and Goddess Petbanise. Clerics who chose this domain were granted free access to these spells (they could cast them at any time without having to prepare them in advance).   Nature domain spells   1st level animal friendship, speak with animals   2nd level barkskin, spike growth   3rd level plant growth, wind wall   4th level dominate beast, grasping vine   5th level insect plague, tree stride   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.   Channel Divinity: Charm Animals and Plants   Starting at 2nd level, as an 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.   Dampen Elements   Starting at 6th level, 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   At 8th level, 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   At 17th level, 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.

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