Nature Domain

The nature gods of Elaris mirror the boundless diversity and intricacies of the natural world itself. Each deity stands as a unique embodiment of the world’s vitality, spanning the spectrum from enigmatic guardians of the deep forests to benevolent spirits that preside over specific springs and groves. These gods are interwoven with the very fabric of the wild, nurturing the cycles of life that pulse through every blade of grass and every rustling leaf.   For the devoted druids, nature isn’t merely a realm to be appreciated; it’s a sacred tapestry to be revered and cherished in its entirety. These stewards of the land often align themselves with one of these nature deities, embracing their role as guardians of the wilderness. They practice ancient, mysterious rites that echo through the ages, reciting forgotten prayers in a language known only to those initiated into their sacred traditions.   However, the influence of these nature gods extends beyond the realm of the druids. Many of these deities also inspire clerics who assume a more active role in furthering the interests of the natural world. These champions of the gods of nature undertake a variety of vital tasks, driven by their devotion to the forces that shape the world around them. Some are fearless hunters, embarking on quests to vanquish the malevolent monstrosities that seek to despoil the sanctity of the woodlands. Others bestow their blessings upon the faithful, ensuring bountiful harvests and nurturing the lands that sustain life. Yet others wield their divine wrath against those who dare to incur the ire of their gods, causing crops to wither and the land to falter in the wake of their displeasure.

Domain Spells

1st-Level Cleric (Nature Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stAnimal Friendship, Speak with Animals
3rdBarkskin, Spike Growth
5thPlant Growth, Wind Wall
7thDominate Animal, Grasping Vine
9thInsect Plague, Tree Stride

Acolyte of Nature

1st-Level Cleric (Nature Domain) Feature   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. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency

1st-Level Cleric (Nature Domain) Feature   You gain proficiency with heavy armor. In addition, you gain proficiency with the Nature skill.

Channel Divinity: Charm Animals and Plants

2nd-Level Cleric (Nature Domain) Feature   You can use your Channel Divinity to charm animals and plants.   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 from you or your companions. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

6th-Level Cleric (Nature Domain) Feature   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

8th-Level Cleric (Nature Domain) Feature   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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature

17th-Level Cleric (Nature Domain) Feature   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.

Deities of the Nature Domain


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