Nature
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. However, many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Branch Features
Branch Spells
When you take your first talent in this branch, you learn the Druidcraft cantrip, if you do not already know it. If you already know this cantrip, then you learn a cantrip of your choice from the Divine Spell List. This cantrip doesn’t count against the number of divine cantrips that you know.
Additionally, once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.
If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.
Spell Level | Spells | Cost |
---|---|---|
1st | Goodberry, Speak with Animals | 2 Character Points per Spell |
2nd | Barkskin, Spike Growth | 4 Character Points per Spell |
3rd | Plant Growth, Wind Wall | 6 Character Points per Spell |
4th | Dominate Beast, Grasping Vine | 8 Character Points per Spell |
5th | Insect Plague, Tree Stride | 10 Character Points per Spell |
Talents
Talent | CP | Prerequisites |
---|---|---|
Verdant Weapon | 5 | - |
Charm Animals and Plants | - | Channel Divinity |
Dampen Elements | 20 | 3rd Level Spells and Verdant Weapon |
Pristine Weapon | 30 | 5th Level Spells and Verdant Weapon |
Master of Nature | 80 | 8th Level Spells and Dampen Elements |
Verdant Weapon
Cost: 5 Character Points
You have cultivated a piece of flora that can sprout into a weapon to enforce your will upon the enemies of nature.
You spend 10 minutes focusing your diety’s power into a seed, flower, or other tiny piece of plant material. You imbue this piece of flora with the essence of a particular weapon of your choice. When holding the imbued item, you can spend 1 action to cause it to immediately grow into the chosen weapon; 1 action returns it to its plant form. Your verdant weapon functions as the weapon until you revert its form. It can be used as your holy symbol. If the created weapon requires ammunition, you create 20 pieces of an appropriate type, though you may also use other appropriate types of ammunition with the created weapon.
You can have only one verdant weapon at a time. If you imbue a second seed or plant, your first immediately becomes a mundane specimen.
Charm Animals and Plants
Prerequisite: Channel Divinity and Verdant Weapon
Actions: 2
You use your divine magic to influence animals and plants.
You present your holy symbol and invoke the name of your deity. Using your Channel Divinity, make a charm attack vs the Wisdom defence of each beast or plant creature that can see you within 30 feet of you. If it hits, a creature 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.
Dampen Elements
Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Verdant Weapon
Action: Free
Trigger: You or an ally within 30 feet takes cold, corrosive, electric, fire, or sonic damage.
Your attunement with nature allows you to reduce the strength of the elements.
When you or another creature within 30 feet of you takes cold, corrosive, electric, fire, or sonic damage, you grant resistance to the creature against that instance of the damage.
This ability triggers once per round and automatically on the first instance of cold, corrosive, electric, fire, or sonic damage to you or a creture in range each round, unless you declare on your turn or when you roll intitiative that it will trigger when damage is dealt to a specified creature, or not to use it at all.
Prstine Weapon
Cost: 30 Character Points
Prerequisite: 5th Level Spells and Verdant Weapon
Your verdant weapon can cut through the resistances of magical creatures.
The weapon created by your Verant Weapon ability is treated as magical, cold iron and silver for the purposes of overcoming resistances.
Master of Nature
Cost: 80 Character Points
Prerequisite: 8th Level Spells and Dampen Elements
Actions: 1
You gain the ability to command animals and plant creatures.
While creatures are charmed by your Charm Animals and Plants ability, you can verbally command what each of those creatures will do on its next turn.