Clerics

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 and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue.

But many of these gods have clerics as well, who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Level 3: Acolyte of Nature

You learn one cantrip of your choice from the Druid spell list. This cantrip counts as a Cleric cantrip for you, and does not count against the number of Cleric cantrips you know. You also gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival.

Finally, you know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Level 3: Natural Companion

As a Magic action you can expend a use of your Channel Divinity to cast Find Familiar without need of spell components. When you cast the spell you do not select Celestial, Fey, or Fiend; the familiar retains the Beast creature type. Your familiar's maximum and starting Hit Points are increased by a number equal to your level, and it uses your Proficiency Bonus.

During your turn you can take a Bonus Action to allow your familiar to make one attack with its Reaction.

If your familiar still exists when you finish a Long Rest, it vanishes unless you expend a use of your Channel Divinity to prevent it.

Level 3: Nature Domain Spells

You have a Nature Domain Spells list, composed of spells chosen by you from the Druid spell list. When you gain a Cleric level that grants a spell slot of a higher level, you thereafter always have the Nature Domain Spells of that spell level and below prepared and they do not count against your Prepared Spells limit. While a spell is on your Nature Domain Spells list it is a Cleric spell for you.

When you gain this feature, you choose ten spells from the Druid spell list, two from each of the following levels: 1st, 2nd, 3rd, 4th, and 5th.

Each time you gain a level thereafter, you can replace one of your Nature Domain Spells with a different spell of the same level chosen from the Druid spell list.

Level 6: Improved Natural Companion

When you cast Find Familiar using the Natural Companion feature, your familiar is under an effect identical to the spell Warding Bond until it vanishes (instead of 1 hour).

Additionally, if you would be reduced to 0 Hit Points while within 60 feet of your familiar, you can dismiss your familiar as a Reaction to instead set your Hit Points to equal the familiar's maximum Hit Points.

Level 6: Land's Stride

Your Speed increases by 10 feet. Additionally, moving through nonmagical Difficult Terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Finally, you have Advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Level 17: Vitality of Nature

You embody the vitality of the wilds. You gain proficiency in Constitution saving throws if you do not already have it. Additionally, your Constitution score and Constitution maximum score both increase by 2.