Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs or groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-encompassing creeds. Clerics of nature, however, may be guardians of particular lands, granted their power to protect those places from despoilers.
Nature Domain Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Acolyte of Nature, Bonus Proficiency, Domain Spells |
| 2nd | Channel Divinity: Charm Animals and Plants |
| 6th | Dampen Elements |
| 8th | Divine Strike |
| 17th | Master of Nature |
Subclass Features
Acolyte of Nature
1st-level Nature Domain feature
At 1st 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
1st-level Nature Domain feature
Also at 1st level, you gain proficiency with heavy armor.
Domain Spells
You gain domain spells at the cleric levels listed below. See Divine Domain for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | animal friendship, speak with animals |
| 3rd | barkskin, spike growth |
| 5th | plant growth, wind wall |
| 7th | dominate beast, grasping vine |
| 9th | insect plague, tree stride |
Channel Divinity: Charm Animals and Plants
2nd-level Nature Domain feature
Starting at 2nd 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
6th-level Nature Domain feature
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
8th-level Nature Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with elemental 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 Nature Domain feature
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.