Cleric: Difference between revisions

629 bytes added ,  03:20, 27 November 2022
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==== Dampen Elements ====
==== Dampen Elements ====
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.
''6th Level Nature Domain Feature''<br>
When you or a creature within 30ft 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.
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==== Natural Strikes ====
''8th Level Nature Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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). When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Master of Nature ====
==== 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.
''17th Level Nature Domain Feature''<br>
You gain the ability to command animals and plant creatures. While creatures are Charmed by your Charm Animals And Plants feature, you can use a Bonus Action to verbally command what each of those creatures will do on its next turn.
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