Harvest Domain (5e Subclass)

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Harvest Domain[edit]

Cleric Subclass

On nearly every world, for as long as humanoids have prayed to gods, they've prayed to gods of agriculture. Chauntea, Pelor, Osiris, Demeter, and their compatriots have overseen countless harvests to ensure their followers do not go hungry.

It is only natural that such gods should have agents in the world acting to carry out this same will. A cleric of the Harvest Domain follows one of these gods of agriculture. Such clerics are expected to understand that their role is to support farmers, but not replace them; they may be called to feed a starving population, but this is a temporary solution rather than a permanent one. An area with no knowledgeable farmers is fertile ground for a Harvest Domain cleric to train new ones, offer them a guiding hand, and leave their community with the resources to continue having fruitful harvests for generations to come.

Rarely, however, does a god of agriculture care only for the success of the harvest. Their agents in the world are gifted powers far beyond those of feeding the hungry and guiding the needy. Clerics of the Harvest Domain can cut down foes, halt battalions, and awaken the minds of livestock to be rallied against the forces of evil.


Harvest Domain Spells[edit]
Cleric Level Spells
1st goodberry, speak with animals
3rd enhance ability, find steed
5th erupting earth[1], plant growth
7th control water, polymorph
9th awaken, geas
Initiate of the Harvest

When you select this domain at 1st level, you learn the mold earth[2] cantrip, which counts as a cleric cantrip for you and doesn't count against your number of known cantrips. Additionally, you gain proficiency in the Animal Handling skill.


Warrior of the Harvest

You are proficient with the sickle. When you make a weapon attack with a sickle, you may use your Wisdom modifier instead of your Strength modifier when determining the bonus to attack and damage rolls, and the weapon deals a base damage of 1d6 slashing rather than 1d4.


Channel Divinity: Shepherd's Call
Starting at 2nd level, you can use your Channel Divinity to command the movement of others as if herding livestock. As an action, you present your holy symbol, and each creature of your choice within 30 feet of you makes a Wisdom saving throw. Each creature that fails this saving throw cannot use its movement on its next turn except to move in a direction of your choice (you choose the same direction for all targeted creatures before they make their saving throw). Beasts have disadvantage on this saving throw, and creatures that can't be charmed succeed on this saving throw automatically.


Irresistible Call

When a beast of CR 0 or lower fails its save against your Shepherd's Call feature, it must use all available movement on its next turn to move in the specified direction, even if doing so would put it in harm's way. Beginning at 5th level, the highest CR of beasts affected by this feature is equal to the highest CR of undead affected by your Destroy Undead feature.


Channel Divinity: Food for the Hungry
Starting at 6th level, when you use your action to cast the plant growth spell, you may use your Channel Divinity to additionally gain the benefits of casting the spell over 8 hours. (All plants in a half-mile radius centered on the point chosen as you cast the spell become enriched for 1 year. The plants yield twice the normal amount of food when harvested.)


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Shepherd's Demand

At 17th level, when you use your Shepherd’s Call, you may designate one creature that fails its saving throw. On that creature’s next turn, it must use as much of its movement as possible to move in the direction you specified, and it ignores difficult terrain to do so. Only physical obstructions and other affects that restrict the creature’s movement can stop it. It does not stop as a result of obviously harmful obstacles.

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  1. p.155 Xanathar's Guide to Everything
  2. p.162-163 Xanathar's Guide to Everything