Cleric Subclass: Nature Domain

The Nature Domain provides all the resources of the natural world, both wild and domesticated. Clerics that follow this domain come in two varieties. Some assist farmers in blessing their fields and herds to assure bountiful food production. Other nature clerics run with wolf packs in the wilds of Cimmeria, defending the natural world from the incursions of civilization.

There are four main deities of nature within the Olympian Pantheon, split into those who are kind to mortals and those who represent the dangers of the wild. Demeter is the goddess of agriculture, controlling the aspect of nature that has been tamed to serve mortals. Dionysus straddles the tamed and wild aspects. His vineyards provide wine in service to mortals, but his wine drives people into a wild animalistic state. Artemis and Pan are deities of the green places of the world. They are a threatening presence, warning mortals to stay away from the deep regions of the forest. All these deities rule over nature in one way or another, helping or harming mortals as they desire.

Bounty of the Harvest
Level 3:
You can find food and water in any environment. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to miraculously find food and water. You find a small amount of food and water rations that are able to sustain a number of Medium creatures equal to your Proficiency Bonus for one day. Creatures that consume the rations during a Short or Long Rest gain a number of Temporary Hit Points equal to your Wisdom modifier and remove the Charmed, Frightened, and Poisoned conditions. The rations spoil after 24 hours if they aren’t consumed.

Nature Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.

Cleric LevelSpells
3Animal Friendship, Barkskin, Entangle, Locate Animals or Plants
5Conjure Animals, Plant Growth
7Dominate Beast, Grasping Vine
9Commune with Nature, Insect Plague

Wild Herald
Level 3:
You gain proficiency with two of the Animal Handling, Nature, or Survival skill proficiencies of your choice. Additionally, you learn one cantrip from the Druid spell list. That chosen cantrip counts as a Cleric cantrip for you and Wisdom is your spellcasting ability for it. Whenever you gain a Cleric level, you can replace this cantrip with another Druid cantrip.

Nature’s Companion
Level 6:
You learn the Find Familiar spell and always have it prepared. You can expend a use of your Channel Divinity to cast Find Familiar without Material components. When you cast Find Familiar you can gain the service of any Beast with a Challenge Rating of 1/2 or less.

Thorny Countenance
Level 17:
You transform into an avatar of the natural world. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to rapidly grow plants around you. Each creature of your choice within 20 feet must succeed on a Constitution saving throw or have the Poisoned condition for 1 minute. At the end of each of its turns, a creature repeats the save, ending the condition on itself on a success.
Additionally, a riot of plants grows in a 20-foot-Emanation around you. This area is Difficult Terrain for your enemies and your allies within the Emanation have Half Cover from attacks and other effects that pass through the Emanation.
Once you use this feature, you can’t use it again until you finish a Long Rest.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

92 Extra – Shrimps and Crits Feed Drop – Setting the Stage, Campaigns for D&D and Other RPGs

This episode is connected to episode 92 – Folk Singing RPG Party (Ian & Shrimps and Crits). The second main campaign of the Shrimp and Crits actual play podcast is Skywaymen. This is the first episode of that campaign. Listen and if you enjoy it, go subscribe to their show!Shrimp and Crits has a website and is available on all your regular podcast platforms. Go take a look!You can find the TTRPG content that Ian's done on MaudlinGames.comCheck out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 92 Extra – Shrimps and Crits Feed Drop
  2. 92 – Folk Singing RPG Party (Ian & Shrimps and Crits)
  3. 91 – Turning Your Novel Into An RPG? (Susannah and Thornvale)
  4. 90 – Zombies in Iceland (Hem and VARÚÐ! Dead Island)
  5. 89 – Bunnies vs. the Borg D&D (Avery and Traumwald)