While many priests who served nature deities like Cernnunun or Danu are druids, clerics were also numbered among their servants. Many clerics who did venerate the gods of the wilderness made use of the Nature domain, which granted them some semblance of control over wild animals and plants alike. Whereas their druid compatriots were secretive and reclusive by inclination, clerics in the service of nature took a more active role, championing the cause of their gods by hunting evil monsters, blessing harvests, or bringing a famine upon their enemies.
Clerics specializing in the Nature domain had a number of abilities to claim as their own. One such ability was their ability to calm animals or plants, reducing their hostility for a period of up to a minute or so. With additional training, Nature domain clerics could learn even to control such creatures, commanding them to do as they wish.
Nature Domain 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.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, 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, 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, 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.