Wilderness Domain

Protect the Lands Beyond Civilization

Gods of the Wilderness, like Skadi and Silvanus often attract followers from those who live on the edge of civilization. Those who pick up the mantle of the wild serve as guardians against encroaching destruction, be it man-made or extraplanar.

Inspired by the 5e14 Nature domain.

Level 3: Wilderness Domain Spells

You always have certain spells prepared after you reach the Cleric level shown in the following table.

Cleric LevelSpells
3Speak with Animals, Entangle, Spike Growth, Aid
5Plant Growth, Conjure Animals
7Dominate Beast, Locate Creature
9Wrath of Nature, Commune with Nature

Level 3: Acolyte of Nature

You gain proficiency in your choice of one of the following skills: Survival, Animal Handling, Nature, or Perception, and you learn Sylvan.

You also learn one cantrip of your choice from the Druid spell list. This cantrip counts as a Cleric cantrip for you.

Level 3: Channel Divinity: Nature's Ward

As an action, you weave a ward around your allies. You can assign a number of Temporary Hit Points equal to twice your Cleric level plus twice your Wisdom modifier as you wish among all creatures within 30 feet of you. If you use this feature again, any remaining Temporary Hit Points from previous uses are lost.

Level 6: Dampened Elements

While a creature has Temporary Hit Points granted by you, they have resistance to fire, acid, poison, lightning, and thunder damage.

Level 17: Thorny Ward

Creatures that have Temporary Hit Points granted by you also have half cover, and when another creature deals damage to such a creature target with an attack, it takes radiant damage equal to the amount of Temporary Hit Points it depleted.