Animal Domain
The bond between mortals and beasts has existed since time immemorial, whether through companionship, the hunt, or survival. Clerics of the Animal Domain revere the primal connection between living beings, forging pacts with the creatures of the wild. They are not guardians of nature itself but rather warriors and masters of the hunt, blessed with the ability to call, command, and fight alongside beasts. Their gods are often deities of the hunt, the wild chase, or the primal forces that bind predator and prey.
Through divine favor, these clerics can summon animals to their side, command creatures with their presence, and become peerless hunters who move as one with their pack. Some of these clerics serve as beastmasters, leading hunting parties with supernatural ease, while others are warriors who fight alongside animal companions, guided by instinct and divine will.
You gain the following spells at the listed cleric levels as domain spells.
You gain proficiency in martial weapons and the Animal Handling skill.
Additionally, when you cast a spell that summons one or more animals, you can choose one of the summoned creatures. It gains temporary hit points equal to twice your cleric level plus twice the animal's CR and has advantage on attack rolls for the duration of the spell.
You can use your Channel Divinity to exert dominance over the creatures of the wild. As an action, you present your holy symbol and choose a number of animals within 30 feet of you equal to your Cleric Power Reservoir (minimum of one). Each chosen animal must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is Charmed by you for 1 minute or until it takes damage from you or your allies. While charmed, it follows your commands as if under the effects of the Suggestion spell.
Alternatively, if the animals are hostile, you can force them to make the same saving throw. On a failed save, they are Frightened of you for 1 minute.
You fight as a leader of the hunt, coordinating with allies—both beast and mortal. You gain the following benefits:
When you or a friendly animal within 5 feet of an enemy makes an attack roll against it, the attack roll has advantage.
When you cast a spell that summons a animal or enhances an animal, the summoned creatures add your Wisdom modifier to their damage rolls.
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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You become a true master of the wild, able to summon and command beasts with divine authority. You gain the following benefits:
Through divine favor, these clerics can summon animals to their side, command creatures with their presence, and become peerless hunters who move as one with their pack. Some of these clerics serve as beastmasters, leading hunting parties with supernatural ease, while others are warriors who fight alongside animal companions, guided by instinct and divine will.
Domain Spells
1st-Level Cleric (Animal Domain) FeatureYou gain the following spells at the listed cleric levels as domain spells.
Cleric Level | Domain Spells |
---|---|
1st | Animal Friendship, Snare |
3rd | Animal Sense, Summon Animal |
5th | Conjure Animals, Haste |
7th | Dominate Animal, Freedom of Movement |
9th | Commune with Nature, Awaken |
Beastmaster’s Bond
1st-Level Cleric (Animal Domain) FeatureYou gain proficiency in martial weapons and the Animal Handling skill.
Additionally, when you cast a spell that summons one or more animals, you can choose one of the summoned creatures. It gains temporary hit points equal to twice your cleric level plus twice the animal's CR and has advantage on attack rolls for the duration of the spell.
Channel Divinity: Alpha’s Command
2nd-Level Cleric (Animal Domain) FeatureYou can use your Channel Divinity to exert dominance over the creatures of the wild. As an action, you present your holy symbol and choose a number of animals within 30 feet of you equal to your Cleric Power Reservoir (minimum of one). Each chosen animal must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is Charmed by you for 1 minute or until it takes damage from you or your allies. While charmed, it follows your commands as if under the effects of the Suggestion spell.
Alternatively, if the animals are hostile, you can force them to make the same saving throw. On a failed save, they are Frightened of you for 1 minute.
Wilderness Tactics
6th-Level Cleric (Animal Domain) FeatureYou fight as a leader of the hunt, coordinating with allies—both beast and mortal. You gain the following benefits:
Divine Strike
8th-Level Cleric (Animal Domain) FeatureYou 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Lord of Beasts
17th-Level Cleric (Animal Domain) FeatureYou become a true master of the wild, able to summon and command beasts with divine authority. You gain the following benefits:
- You can cast Conjure Animals as a bonus action without requiring concentration, but the summoned creatures disappear after 1 minute. Once you use this feature, you can’t do so again until you finish a long rest.
- When you summon an animal, you can choose one of the following bonuses for them:
- Their attacks count as magical for overcoming resistance and immunity.
- They gain temporary hit points equal to your cleric level at the start of each of their turns.[/il]
- They gain a bonus to their attack and damage rolls equal to your Wisdom modifier.[/il]
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