Animal Domain

Clerics of the Animal Domain are worshippers of the natural world around them. They are comfortable around animals and often seek out friendship with them. As they grow in power, they become more animalistic themselves.

Animal Domain Spells
Cleric level Spells
1st Beast Bond, Speak with Animals
3rd Beast Sense, Locate Animals or Plants
5th Conjure Animals, Phantom Steed
7th Dominate Beast, Polymorph
9th Commune with Nature, Wrath of Nature

Bonus Cantrips (level 1)

When you choose this domain at 1st level, you gain the Primal Savagery cantrip if you don’t already know it. You cast this cantrip as a cleric cantrip.

Primal Weaponry (level 1)

Also at level 1, your deity causes your more primal aspects of your physiology to come to the forefront, enhanced by the divine power. You gain claws or a bite attack that does 1d6 (slashing for claws or piercing for bite). Due to the divine origin of these modifications, you use wisdom for your attack and damage modifier on this attack. You are proficient with these attacks.

Channel Divinity: Primal Roar (level 2)

Starting at 2nd level, you can use your Channel Divinity to create a primal roar. As an action, you present your holy symbol and invoke the name of your deity. Doing so imbues your lungs and vocal chords with divine energy allowing you to create a primal roar of challenge against an opponent. For the next minute, all attacks by that opponent that are against someone else other than you are made at disadvantage.

Primal Enhancement (level 6)

At 6th level, all attacks with your primal weapons are considered magical for the intent of overcoming resistances. Also, your primal Weaponry is enhanced to do 1d8 damage instead of 1d6. Additionally, you can choose one other trait to sharpen as well. You may choose a second trait at level 14.

  • Eagle Eyes - Your sight becomes like an eagles, allowing you to see clearly up to 500 feet away
  • Bat’s Ear - You gain advantage on perception checks based on hearing
  • Dog’s Nose - You gain advantage on perception checks based on scent
  • Cat’s Paws - You gain advantage on all stealth rolls
  • Mole’s Sense - You gain blindvision to 10 feet.
  • Bird’s Directionality - You always know which way is north
  • Snake’s tongue - You gain the ability to taste poison before consuming it.

Divine Strike (level 8)

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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Primal Perfection (level 17)

At level 17 your bite or claw attack is further enhanced by your deity. You gain three of the following enhancements to your primal weaponry attack.

  • Keen - Your natural weapon attacks score a critical hit on a roll of 19 or 20
  • Accurate - You gain a +2 bonus to attack rolls with your natural weapons
  • Deadly - You gain a +2 bonus to damage rolls with your natural weapons
  • Poisonous - After a hit, the hit target makes a DC 15 poison save, or takes an addition 2d8 poison damage
  • Savage - On a critical strike, you roll an additional 2d8 damage
  • Quick - You may make an additional attack as a bonus action
  • Wounding - When an opponent is damaged, they must make a DC 13 Constitution save. On failure, they are wounded causing them to take 1d4 damage at the start of each turn. This damage does not stack, and saves can be repeated at the end of their turn to end this effect.
  • Holy - You do an extra 2d8 radiant damage against Undead with your primal weapons.
  • Blessed - You do an extra 2d8 radiant damage against Demons and Devils with your primal weapons.
  • Profane - You do an extra 2d8 necrotic damage against Celestials with your primal weapons.
  • Iron - You do an extra 2d8 radiant damage against Fey with your primal weapons.
  • Divine - You may cast a cantrip as a bonus action after making an attack with primal weapons (Counts as 2 enhancements).