Cleric: Difference between revisions

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==== Domain Spells ====
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
''1st Level Nature Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
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==== Acolyte of Nature ====
==== Acolyte of Nature ====
At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
''1st Level Nature Domain Feature''<br>
You learn one Druid Cantrip of your choice. This Cantrip counts as a Cleric Cantrip for you, and doesn’t count against your number Cantrips Known. You also gain Proficiency in one of the following Skills of your choice: Animal Handling, Nature, or Survival.
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
Also at 1st level, you gain proficiency with Heavy Armor.
''1st Level Nature Domain Feature''<br>
You gain proficiency with Heavy Armor.
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==== Channel Divinity: Charm Animals and Plants ====
==== Channel Divinity: Charm Animals and Plants ====
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
''2nd Level Nature Domain Channel Divinity Option''<br>
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.
As an Action, you present your Holy Symbol. Each Beast or Plant that can see you within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature is Charmed by you for 1 minute or until it takes Damage. While Charmed in this way, it is friendly to you and other creatures you designate.
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