dauntless/content/Classes/Cleric/Nature Domain.md
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source: Players Guide 2
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Gods of the Nature domain protect and govern the overgrown wilds and fertile lands. Dogmatic followers of this domain are entrusted with the safety and prosperity of wildlife and plant life, and they possess a constant need for the wilds to be maintained despite civilizations encroachment. Such dogmas reject tyrants, unnatural monstrosities, and unmanaged consumption of the natural world.
| Nature Domain Progression | |
| ------------------------- | ---------------------------------------------------------------------------------------- |
| Cleric Level | Features |
| 3rd | Apostle of Nature, Channel Divinity: Natures Vigor, Consume Wrath, Nature Domain Spells |
| 7th | Wield Wrath |
| 11th | Natures Protection |
| 15th | Guide the Untamed |
# Nature Domain Spells 
3rd-Level Nature Feature 
You gain domain spells at the cleric levels listed in the Nature Domain Spells table. See the Cleric Subclass class feature in the Players Guide for how these spells work.
| Nature Domain Spells | |
| -------------------- | ---------------------------------------------------- |
| Cleric Level | Spells |
| 3rd | entangle, moonbeam, speak with animals, spike growth |
| 5th | conjure animals, plant growth |
| 7th | blight, conjure woodland beings |
| 9th | contagion, tree stride |
# Apostle of Nature 
3rd-Level Nature Feature 
You gain proficiency in any two of the following skills or tools: Animal Handling, Nature, Survival; herbalist tools, land vehicles, or water vehicles. 
In addition, you learn one Primordial cantrip of your choice, which counts as a cleric cantrip for you but doesnt count against the number of cleric cantrips you know. 
# Channel Divinity: Natures Vigor 
3rd-Level Nature Feature 
As an action, you present your holy symbol and imbue a creature you can see within 30 feet of you with primordial vigor. The creature gains a number of temporary hit points equal to 5 + your cleric level, which lasts for 8 hours or until you use this feature again. While these temporary hit points persist, the creature gains a bonus to **STR**, **DEX**, and **CON** ability checks and saves equal to your **WIS**. 
A friendly Beast or Plant creature targeted by Natures Vigor gains twice as many temporary hit points and cant be frightened while those temporary hit points exist.
# Consume Wrath 
3rd-Level Nature Feature 
As a reaction when you or a creature within 30 feet of you would take acid, cold, fire, lightning, poison, or thunder damage, you can reduce the damage dealt to yourself and a number of creatures you can see within 30 feet of you equal to your **PB**. The damage is reduced by an amount equal to 1d10 + your cleric level. If the damage is reduced to 0, you regain one of your expended 1st-circle spell slots. 
# Wield Wrath 
7th-Level Nature Feature 
Your cantrips and weapon attacks deal additional damage equal to your **WIS** modifier. Each time a creature takes this damage, you can choose the damage type: acid, cold, fire, lightning, poison, or thunder. 
# Natures Protection  
11th-Level Death Feature 
The Natures Vigor effect of your Channel Divinity feature can target an additional Beast or Plant creature each time you use it. 
In addition, each target gains one of the following benefits (your choice) while the temporary hit points persist:
- It gains a bonus to its AC equal to your **WIS** modifier.
- It has resistance to the following damage types: acid, cold, fire, lightning, poison, and thunder.
- Its speed is doubled. 
# Guide the Untamed 
15th-Level Nature Feature 
Whenever a Beast, Elemental, Fey, or Plant (or creature with the Animal tag) with an **INT** modifier of 3 or less moves into a space within 30 feet of you or starts its turn there, it must make a **WIS** save against your spell save **DC** or be charmed by you for 8 hours or until you or one of your allies deals damage to it. You decide what action the creature takes and where it moves on each of its turns, or you can issue it a general command such as to follow you and your companions, safeguard a location, or track someone. A creature that succeeds on its save against this feature is immune to it for 24 hours. 
If the creature remains charmed by you for the full duration, it cant be hostile toward you or creatures you designate for a year and a day unless you or a designated creature deal damage to it.