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Nature Domain

The Nature Domain is an Archetype of the Cleric Class available to players during Character Creation. It is the fourth most common type of Cleric in The Old World, and is particularly widespread among tribal and nomadic peoples who depend upon the land for survival. Nature Clerics play a largely defensive role inCombat, shielding their allies from the elements and communing with Monsters to avoid unnecessary conflict (see https://www.dndwiki.io/subclasses/nature-domain, but note the variant rules detailed below).

Nature Clerics are superficially similar to Druids, in that both are powerful spellcasters who use divine magic to channel the forces of nature. Druids, however, seek harmony with the natural world, whereas Nature Clerics bend it to their will by invoking their deity's power to command plants, animals, and even the elements themselves. In this way, they serve as intermediaries between nature and civilization, protecting their fellow mortals from the dangers of The Wilds while ensuring they maintain a healthy respect for the primordial gods who rule there.

The most prominent Nature deities worshiped by Humans are the Thulian earth goddess, Beory, and the Pagan sea god, Procan. Nature is a secondary domain of the Elven deity, Corellon Larethian, and the main focus of many lesser powers among the Seldarine. It is also embraced by Luthic, one of the most important members of the Orc pantheon, and the Halfling goddess, Yondalla.

Nature Clerics are subject to the following variant rules:
  • Beginning at Level 6, a Nature Cleric may use their "Channel Divinity: Charm Animals and Plants" ability on creatures with the "Elemental" or "Monstrosity" type, as well as those with the "Beast" or "Plant" type;
  • A Nature Cleric may use their "Divine Strike" ability any time they hit a creature with a weapon attack. Once they have used Divine Strike, they may not use it again until the beginning of their next turn.

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