Plant Domain

The Plant Domain cleric is most comfortable in nature. They can understand plants and use them to enhance their own abilities.

Plant Domain Spells
Cleric level Spells
1st Entangle, Hail of Thorns
3rd Locate Plants or Animals, Spike Growth
5th Plant Growth, Speak with Plants
7th Grasping Vine, Guardian of Nature
9th Awaken, Tree Stride

One with the Plants (level 1)

When you choose this domain at 1st level, you gain the Thorn Whip and Druidcraft cantrips if you don’t already know them. You cast these cantrips as a cleric cantrips. You also gain proficiency with the Herbalism Kit or Woodcarver’s Tools.

Channel Divinity: Summon Edible Plant life (level 2)

Starting at 2nd level, you can use your Channel Divinity to summon plantlife.

As an action, you present your holy symbol and invoke the name of your deity. Doing so creates edible plant life that covers a 5 foot square of terrain. It will create enough food to feed 5 medium sized creature comfortably. Any food harvested from these plants remains fresh for 5 days, but the plants decompose into dirt after an hour.

Channel Divinity: Summon Shelter (level 2)

Starting at 2nd level, you can use your Channel Divinity to summon plantlife.

As an action, you present your holy symbol and invoke the name of your deity. Doing so causes think shrubs and trees to appear around you in a 10 foot square. The trees form into a solid roof, and the shrubs into walls around it completely enclosing you. This shelter is waterproof and will hold in heat to protect you from the cold while sleeping for the night. The walls of the shelter are immune to piercing, bludgeoning, and pyschic damage, but can be damaged with other damage types. The walls and ceiling have an AC of 10 and 25 hit points before being broken through.

The shelter remains there is the plants are in a place where they can survive. If not, it falls apart and becomes deadwood.


Nature’s Protection (level 6)

At 6th level, as an action, you may call on the plant life around you for protection. Once, per long rest, spiked vines grow over your body. These vine absorb damage and strike against anyone attacking you. When you call on this power you gain 4d6 temporary hit points. While you have temporary hit points, anytime you are attacked, the vine strike back for 1d6 piercing damage. When you run out of temporary hit points, the vines dissolve to dirt and fall off your body. At level 14, the amount of temporary hitpoint increases to 6d6 and damage from the vines is 2d6. The temporary hit points last until you end a long rest.

Potent Spellcasting (level 8)

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Natural Mastery (level 17)

At 17th level, you choose four spells from the Druid Spell List, one for each of the following levels: 6th, 7th, 8th, and 9th, You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.