Cleric Divine Domain
Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Nature Domain features
| Cleric Level | Features |
|---|---|
| 3rd | Nature Domain Spells, Acolyte of Nature, Bonus Proficiency, Channel Divinity: Charm Animals and Plants |
| 6th | Dampen Elements |
| 8th | Divine Strike |
| 17th | Master of Nature |
Domain Spells
These spells are available at the cleric level indicated. 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.
Nature Domain Spells
| Cleric Level | Spells |
|---|---|
| 3rd | animal friendship, speak with animals, barkskin, spike growth |
| 5th | plant growth, wind wall |
| 7th | dominate beast, grasping vine |
| 9th | insect plague, tree stride |
Acolyte of Nature
At 3rd 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 3rd level, you gain proficiency with heavy armour.
Channel Divinity: Charm Animals and Plants
Starting at 3rd level, 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. 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, you gain the ability to infuse your melee weapon strikes with divine energy. When you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 cold, fire or lightning (your choice) damage to the target.
Master of Nature
At 17th level, 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.