The domain of Nature is as varied as the natural world itself. While druids revere nature as a whole and might practice mysterious rites and recite all-but-forgotten prayers in their own secret tongue, a number of the paragons that oversee this domain have clerics as well; champions who take a more active role in advancing the interests of the natural order. 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.
Within the Shattered Realm, followers of the Nature Domain typically look to the following [[The Paragons|Paragons]] for power, although others may apply.
- [[The Paragons#Eltia|Eltia]]
- [[The Paragons#Fyena|Fyena]]
- [[The Paragons#Molgeron|Molgeron]]
- [[The Paragons#Nythis|Nythis]]
- [[The Paragons#The Unnamed One|The Unnamed One]]
<br>
___
### 1st Level
<br>
##### Acolyte of Nature
At 1st level, you learn one [[Primal Spells|Primal]] cantrip of your choice, that doesn’t count against the number of cantrips you know. You also gain proficiency in one of the following skills of your choice: [[Abilities & Skills#Animal Handling|Animal Handling]], [[Abilities & Skills#Nature|Nature]], or [[Abilities & Skills#Survival|Survival]].
<br><br>
##### Nature Domain Spells
You gain domain spells at the Cleric levels listed. They do not count against the number of spells you know.
| Cleric Level | Nature Domain Spells |
| :----------: | ---------------------------------------------------------------------------------------------------------------------------- |
| 1 | [[Primal Spells#Animal Friendship\|animal friendship]], [[Primal Spells#Speak with Animals\|speak with animals]] |
| 3 | [[Primal Spells#Barkskin\|barkskin]], [[Primal Spells#Spike Growth\|spike growth]] |
| 7 | [[Primal Spells#Plant Growth\|plant growth]], [[Primal Spells#Wind Wall\|wind wall]] |
| 7 | [[Primal Spells#Dominate Beast\|dominate beast]], [[Primal Spells#Grasping Vine\|grasping vine]] |
| 9 | [[Primal Spells#Insect Plague\|insect plague]], [[Primal Spells#Tree Stride\|tree stride]] |
<br>
___
### 3rd Level
<br>
##### Channel Domain Option
At 3rd level, you gain the following [[Cleric#Channel Domain|Channel Domain]] option.
<br>
###### Channel Domain: Charm Animals and Plants
>Starting at 3rd level, you can use your [[Cleric#Channel Domain|Channel Domain]] to charm animals and plants.
>
>As an action, you invoke the name of your [[The Paragons|Paragon]] of the nature domain. Each [[Creature Type#Beast|beast]] or [[Creature Type#Plant|plant]] creature that can see you within 60 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is [[Conditions#Charmed|charmed]] by you for 1 hour or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
<br>
___
### 6th Level
<br>
##### Dampen Elements
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 [[Damage and Healing#Resistance|resistance]] to the creature against that instance of the damage.
<br>
___
### 9th Level
<br>
##### Astral Order Damage
If you choose the [[Cleric#Astral Strike|Astral Strike]] option for your Astral Order Improvement, you may choose your additional damage type per attack from the following options: acid, cold, fire, lightning or thunder.
<br>
___
### 17th Level
<br>
##### Master of Nature
At 17th level, you gain the ability to command animals and [[Creature Type#Plant|plant]] creatures. While creatures are [[Conditions#Charmed|charmed]] by your [[#Channel Domain Charm Animals and Plants|Charm Animals and Plants]] feature, they now follow the [[Companions, Mounts & NPCs#Combat|combat rules for companions.]] The bonus action you use to command your charmed creatures can be used to command any number of creatures charmed in this way.