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 childbirth | NG | Bow and arrow on lunar disk |
| Balinor, god of beasts and the hunt | N | Pair of antlers |
| Beory, goddess of nature | N | Green disk |
| Chislev, goddess of nature | N | Feather |
| Dunatis, god of mountains and peaks | N | Red sun-capped mountain peak |
| Ehlonna, goddess of the woodlands | NG | Unicorn horn |
| Eldath, goddess of peace | NG | Waterfall plunging into still pool |
| Habbakuk, god of animal life and the sea | NG | Blue bird |
| Malar, god of the hunt | CE | Clawed paw |
| Manannan mac Lir, god of oceans and sea creatures | LN | Wave of white water on green |
| Mielikki, goddess of forests | NG | Unicorn’s head |
| Njord, god of sea and wind | NG | Gold coin |
| Obad-Hai, god of nature | N | Oak and unicorn |
| Osiris, god of nature and the underworld | LG | Crook and flail |
| Pan, god of nature | CN | Syrinx (pan pipes) |
| Silvanus, god of wild nature | N | Oak leaf |
| Sirrion, god of fire and change | N | Multi-colored flame |
| Skadi, god of earth and mountains | N | Mountain peak |
| Sobek, god of water and crocodiles | LE | Crocodile head with horns and plumes |
| The Daghdha, god of weather and crops | Bubbling cauldron or shield |
| Level | Prepared Spells |
|---|---|
| 3 | Animal Friendship, Barkskin, Speak with Animals, Spike Growth |
| 5 | Plant Growth, Wind Wall |
| 7 | Dominate Beast, Grasping Vine |
| 9 | Insect Plague, Tree Stride |
Subclass Features
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.
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.
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.