Nature Domain Revised

by NotchOH

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Nature Domain

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Spell
1st entangle, zephyr strike
3rd spike growth, wither and bloom
5th plant growth, wind wall
7th guardian of nature, polymorph
9th wrath of nature, tree stride

Acolyte of Nature

At 1st and 5th level, you learn a druid cantrip of your choice. This cantrip doesn't count against the number of cleric cantrips you know.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Grasp of Nature

Starting at 2nd level the you can use your Channel Divinity to call upon nature to restrain your enemies with grasping vines, shifting sands and harrying winds, either spectral or physical

As an action, you can present your holy symbol and invoke the name of your deity: for a minute, you a choose a point and Creatures of your choice within 15 feet of that point must succeed on a Strength saving throw or have their movement speed reduced to 0 until the end of their next turn. A creature can use an action on its turn to repeat the save, ending the effect on a success.

A creature that starts, enters, or ends their turn in the area must remake the save.

At level 8, you can choose to move the point by 15 feet, any creature whose has failed the save must remake the save, else they are dragged along.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes [Fire, Lightning, Cold, Poison, or Acid] 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 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 [Fire, Lightning, Cold, Poison, or Acid] damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Strikes

8th-level cleric optional feature, which replaces the Divine Strike feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can cause the attack to deal an extra 1d8 [Fire, Lightning, Cold, Poison, or Acid] damage (your choice) to the creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Indomitable Defense

At 17th level, you gain resistance to any two damage types of your choice. Whenever you finish a short or long rest, you can change the damage types you chose.

As an bonus action, you can temporarily give up this resistance and transfer it to one creature within 30 ft. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself or someone else within 30 ft as a bonus action.


Artist Credits
Artwork by Robynn Frauhn (Artstation) (Artwork)

 

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