Domain of Nature
A Cleric Domain of the living world with a Druid cantrip, charm effects on beasts and plants and a Spell Divinity option that overgrows the ground.
Identity
The Domain of Nature is the Cleric Domain of the part of the pantheon that made things grow. A Nature cleric differs from a Druid in serving a god who made the wild and holds opinions about its upkeep. They bless the seed-vaults on colony ships, walk the terraforming lines on worlds two centuries from breathable, and on the frontier they are the ones who tell a settlement that a valley is not theirs to clear.
Features
- L3 Green Ordination
You gain proficiency in your choice of Animal Handling, Nature or Survival, and you learn one Druid cantrip of your choice, which counts as a Cleric spell for you. In addition, one beast, plant or fungal creature of your choice within 30 feet that can see and hear you is friendly toward you and your companions for 1 hour. The effect ends if you or your allies harm it.
- L7 Charm of the Wild
As an action, you present your holy symbol and speak the name of the growing world. Each beast and plant creature within 30 feet that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or be Charmed by you for 1 minute or until it takes damage. While Charmed this way, a creature regards you as a friendly acquaintance. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- L11 Spell Divinity: Quickened Growth
As an action, you cause the ground in a 20-foot radius within 60 feet of you to become overgrown for 10 minutes. The area is difficult terrain for creatures hostile to you, and it provides half cover to any creature within it. Once on each of your turns while the growth stands, you can use a bonus action to have it lash one creature within it. That creature must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and be Restrained until the end of its next turn.
- L15 Poison Ward
You and allies within 10 feet of you have resistance to poison damage and advantage on saving throws against being Poisoned. When you cast a spell of 1st level or higher that restores hit points, one creature of your choice within 30 feet of you, other than the spell's target, also regains hit points equal to your Wisdom modifier.
- L18 Avatar of the Green Capstone
As a bonus action, you take a living, growing form for 1 minute. For the duration, your walking speed increases by 20 feet, you gain a climbing speed equal to your walking speed, and you have resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. At the start of each of your turns, you and each ally within 30 feet of you regain 1d8 + your Wisdom modifier hit points. Once you use this feature, you cannot use it again until you finish a long rest.