Nature Domain Spells
Cleric Level …………. Spells
1st …………. animal friendship, speak with animals
3rd …………. barkskin, spike growth
5th …………. plant growth, wind wall
7th …………. dominate beast, grasping vine
9th …………. insect plague, tree stride
Acolyte of Nature.
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice; Animal Handling, Nature, or Survival.
Also at 1st level, you gain proficiency with heavy armor.
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.
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.
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. When you reach 14th level, the extra damage increases to 2d8.
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.