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Priest - Vocation of Nature


Hit Points

Hit Dice: d6 per Priest - Vocation of Nature level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Nature Priests find their calling in nature, but not in the same ways as a Druid. While Druid's commune within their natural environment, Priest study nature and its aspects, creatures, and how they work together. They believe that maintaining nature is important to the survival of the world, and in their studies they find ways in which civilization can live alongside the natural world.


Class Features

Vocation Features

 

Body of Nature's Might

At 1st level, your connection to nature enhances your body. Scales and bark grows across your skin, increasing your AC to 13 + your Dexterity modifier. You also grow claws, allowing you to make a melee spell attack against a creature for 1d4 slashing damage. Additionally, you are proficient with your choice of Animal Handling, Nature, or Survival.  

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.   As an action, you present your holy symbol and speak in a language of the world. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.  

Power Word: Growth

Speaking this word as an action on your turn, you choose a creature within 60 feet of you that you can see. That creature gains advantage on one saving throw of one ability score of your choice within the next minute. Or, if used during a short rest, you grant a creature temporary hit points equal to 1d8 + your Intelligence modifier.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, you may choose an additional creature for each slot level above 1st. If you use a spell slot of 3rd level or higher, the temporary health increases by 1d8 for each slot level above 2nd.

 

Poison Claws

At 3rd level, as a bonus action on your turn, you sharpen your claws and steep them in poison. The next time you hit a creature with your claws, you deal an additional 1d6 Poison damage and the target must make a Constitution saving throw. On a failed save, the target is poisoned for one minute. At the end of each of the creature's turns, it may make another Constitution saving throw to resist the poison, ending the effect on a success. You may use this ability a number of times equal to you Intelligence modifier, regaining any expended uses after a short or long rest.  

Speak with Nature

At 6th level, your natural home is wherever you are within nature. You are no longer hindered by any natural terrain. Additionally, you may cast Speak with Animals and Speak with Plants once without using a spell slot. Once you use this ability, you must finish a short or long rest before you can use it again.  

Feral Mind

At 10th level, you can forgo your intellect and enter a feral state. As a bonus action on your turn, you may enter a Feral state for up to one minute, gaining advantage on Athletics and Intimidation checks, as well as attack rolls, but you cannot cast spells. You may end this effect early as a free action. Once you use this ability, you cannot use it again until you finish a short or long rest.  

Nature's Wrath

At 14th level, you channel the power of nature to harry your foes. As an action on your turn, you may call forth vines that form within 60 feet of you with a 20-foot radius. The vines last for up to one minute, or until you lose concentration (as if concentrating on a spell). These vines act as difficult terrain for all creatures other than you. Each creature of your choice within the area when it forms, or when they move into the area for the first time on each of their turns, must make a Strength saving throw, taking 3d8 bludgeoning damage and becoming restrained on a failed save. A creature restrained by the vines can use their action to make another Strength saving throw, freeing itself on a success.   While these vines are present, you may use your action to have your vines secrete a debilitating toxin. Each creature restrained by your vines must make a Constitution saving throw. On a failed save, the creature takes 2d8 poison damage and is paralyzed until the end of its next turn.   Once you use this ability, you must complete a long rest before using it again.  

Evolution

At 18th level, you have ascended as a being one with nature itself. Your AC is now 15 + you Dexterity modifier, you become proficient in Constitution saving throws (if you are not already proficient) and your proficiency bonus is doubled for Constitution saving throws. You are immune to Poison damage and the Poisoned condition, the Poison damage of your claws increases to 3d6, and you may attack twice, instead of once, when you take the attack action on your turn and use your claws.
 


Spell LevelVocation Spells
CantripsDruidcraft, Thorn Whip
1stEntangle, Goodberry
2ndBarkskin, Web
3rdSpeak with Plants, Stinking Cloud
4thBlight, Guardian of Nature
5thCommune with Nature, Wrath of Nature
6thWall of Thorns
7thWhirlwind
8thEarthquake
9thStorm of Vengeance

Created by

SilverNinjaShado.

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