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Sub Class Nature Domain

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  • Nature Domain Spells: edit delete
    • (Level 1) Animal Friendship, Speak with Animals edit delete
    • (Level 3) Barkskin, Spike Growth edit delete
    • (Level 5) Plant Growth, Wind Wall edit delete
    • (Level 7) Dominate Beast, Grasping Vine edit delete
    • (Level 9) Insect Plague, Tree Stride edit delete
  • Acolyte of Nature: At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. edit delete
  • Bonus Proficiency: At 1st level, you gain proficiency with heavy armor. edit delete
  • Channel Divinity: Charm Animals and Plants: (Level 2) 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. edit delete
  • Dampen Elements: (Level 6) 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. edit delete
  • Divine Strike: (Level 8) At 8th level, you gain the ability to infuse your weapon strikes with divine 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. edit delete
    • (Level 14) When you reach 14th level, the extra damage increases to 2d8. edit delete
  • Master of Nature: (Level 17) 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. edit delete

Modifiers




Variable Text Display



Text Level Req'd Hideable Connected to Edit
Nature Domain Spells: No Sub Class: Nature Domain delete
Animal Friendship, Speak with Animals 1 No Sub Class: Nature Domain delete
Barkskin, Spike Growth 3 No Sub Class: Nature Domain delete
Plant Growth, Wind Wall 5 No Sub Class: Nature Domain delete
Dominate Beast, Grasping Vine 7 No Sub Class: Nature Domain delete
Insect Plague, Tree Stride 9 No Sub Class: Nature Domain delete
Acolyte of Nature: At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. No Sub Class: Nature Domain delete
Bonus Proficiency: At 1st level, you gain proficiency with heavy armor. No Sub Class: Nature Domain delete
Channel Divinity: Charm Animals and Plants: 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.
2 No Sub Class: Nature Domain delete
Dampen Elements: 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. 6 No Sub Class: Nature Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine 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. 8 No Sub Class: Nature Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Nature Domain delete
Master of Nature: 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. 17 No Sub Class: Nature Domain delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit
armor_proficiency heavy Bonus Proficiency Sub Class: Nature Domain delete