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Cleric

Nature

Servants of the hidden and mighty powers that govern the world Nature Clerics can be charged with innumerable tasks and talents to overcome the obstacles. Hunting evil creatures upsetting the ecosystem, blessing or cursing harvests, or bargaining with or culling prolific civilizations or races are all par for the course.

Deities:

Deity Alignment Symbol
Artemis, goddess of hunting and childbirthNGBow and arrow on lunar disk
Balinor, god of beasts and the huntNPair of antlers
Beory, goddess of natureNGreen disk
Chislev, goddess of natureNFeather
Dunatis, god of mountains and peaksNRed sun-capped mountain peak
Ehlonna, goddess of the woodlandsNGUnicorn horn
Eldath, goddess of peaceNGWaterfall plunging into still pool
Habbakuk, god of animal life and the seaNGBlue bird
Malar, god of the huntCEClawed paw
Manannan mac Lir, god of oceans and sea creaturesLNWave of white water on green
Mielikki, goddess of forestsNGUnicorn’s head
Njord, god of sea and windNGGold coin
Obad-Hai, god of natureNOak and unicorn
Osiris, god of nature and the underworldLGCrook and flail
Pan, god of natureCNSyrinx (pan pipes)
Silvanus, god of wild natureNOak leaf
Sirrion, god of fire and changeNMulti-colored flame
Skadi, god of earth and mountainsNMountain peak
Sobek, god of water and crocodilesLECrocodile head with horns and plumes
The Daghdha, god of weather and cropsBubbling cauldron or shield
Level Prepared Spells
3Animal Friendship, Barkskin, Speak with Animals, Spike Growth
5Plant Growth, Wind Wall
7Dominate Beast, Grasping Vine
9Insect Plague, Tree Stride

Subclass Features

Lv 3

Acolyte of Nature

Your faith transcends bounds allowing you to tap into nature magic. 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.

Channel Divinity: Charm Animals and Plants

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 ft of you must make a WIS 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.

Domain Spells

Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Create Bond

You can use your faith to create a lasting bond. While you have a Plant or Beast Charmed using your Charm Animals and Plants feature, you can reduce the number of Channel Divinity uses to one per long rest and the Beast or Plant counts as your familiar and tries its best to serve you. The effect ends if the Beast or Plant has a CR greater than or equal to your Cleric level, you use this feature again or sever your connection, or if you or your familiar dies. At the end of the effect your former familiar leaves to return to nature.

Lv 17

Master of Nature

You can channel the primordial power of nature and use it to shape the very earth itself and call natural disasters. Once per long rest you can cast Control Weather, Earthquake, or Tsunami without expending a spell slot.