Beast Domain

Clerics of the Beast Domain embody the primal forces of nature and the wild creatures that dwell within it. Beast clerics channel the fury and resilience of the natural world, representing the instinctive balance between predator and prey. Their faith is tied to bestial deities such as Artemis, Pan, or Cernunnos.

Beast Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Beast Domain Spells table, you thereafter always have the listed spells prepared.

Beast Domain Spells
Cleric LevelSpells
3Animal Friendship, Speak with Animals, Locate Animals or Plants, Animal Messenger
5Conjure Animals, Haste
7Freedom of Movement, Polymorph
9Awaken, Hold Monster

Level 3: Channel Divinity — Tongue of the Wild

As an action, you present your holy symbol and expend one use of your Channel Divinity. You and a number of creatures of your choice within 30 feet of you, up to your Wisdom modifier (minimum of one), gain the ability to verbally communicate with beasts as if under the effects of the Speak with Animals spell. This effect lasts for 1 hour.

While this effect is active, you can use your Wisdom modifier instead of Charisma when making Persuasion or Intimidation checks against beasts.

Level 3: Aspect of the Beast

As an bonus action, you can invoke your inner primal spirit to transform your body with animalistic features for 1 minute. While transformed, you gain the following benefits:

  • Natural Weapons. Your unarmed strikes deal 1d6 slashing, piercing, or bludgeoning damage (your choice), and you can use your Wisdom modifier instead of Strength for the attack and damage rolls.
  • Bestial Hide. While not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

In addition, you gain one of the following traits when you activate this feature:

  • Darkvision. You gain Darkvision out to 60 feet, or its range increases by 60 feet if you already have it.
  • Blindsight. You gain Blindsight to a range of 30 feet. As a Bonus Action, you can extend its range to 60 feet until the start of your next turn.
  • Adapted Movement. You gain a climb or swim speed equal to your walking speed. You also gain the ability to breathe underwater when you gain a swim speed. You lose these benefits while wearing Medium or Heavy Armor. At 13th level, you can choose to gain a flying speed equal to your walking speed.
  • Predator’s Instincts. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Nature) checks.

As a Bonus Action while your Aspect of the Beast is active, you can replace one chosen trait with another from this list. You cannot do so while incapacitated.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 6: Primal Adaptation

Your senses and movements sharpen with bestial grace. You gain proficiency in Animal Handling and Perception. If you already have proficiency in either skill, you instead gain Expertise in that skill.

Additionally, you gain the following benefits while your Aspect of the Beast is active:

  • Your movement speed increases by 10 feet.
  • The first time you activate Aspect of the Beast after a Long Rest, you gain Temporary Hit Points equal to your Cleric level + your Proficiency Bonus.
  • When you deal damage with a melee weapon attack or unarmed strike, you can deal extra damage equal to your Wisdom modifier.

Level 17: Apex Form

You embody the might of the apex predator. When you use Aspect of the Beast, you can choose up to two traits instead of one.

Additionally, when you activate Aspect of the Beast, you can expend one use of your Channel Divinity to gain one additional trait.