NatureCleric Divine Domain — D&D 5e
Nature Domain clerics run a lot of the druid's spell list through a cleric's chassis — better armor and Channel Divinity instead of Wild Shape, which makes this the domain for players who want nature magic without giving up heavy armor.
Divine Domain spells
Bonus Spells
Always prepared, and they don't count against your prepared total.
Level by level
Nature Features
Level 1 — Acolyte of Nature
A free druid cantrip and proficiency in a nature-flavored skill establish the cleric as someone the party trusts on wilderness questions from level one.
Level 2 — Charm Animals and Plants
A Channel Divinity option forces every beast and plant creature in a radius to make a saving throw or become charmed, which can neutralize an entire pack of animals or a patch of hostile flora in one action.
Level 6 — Dampen Elements
A reaction grants resistance to acid, cold, fire, lightning, or thunder damage right as it hits an ally, turning a nasty elemental blast into a survivable one.
Level 17 — Master of Nature
Any creature charmed by the cleric can be given commands as a bonus action, turning a pile of charmed animals into a coordinated strike team instead of just passive allies.
Swear the Oath
Everything on this page travels with you — class and subclass arrive pre-filled. One click from build to finished character.
Forge a Nature Cleric