The Realms Resurgent
While many nature deities revere the idea of growth and the nurturing of nature, it cannot be denied that they all have a wild side tied to the elements. While most of their clerics busy themselves with protecting woodlands, blessing harvests, and ensuring the balance between the wilderness and civilization, clerics who choose this domain are more tapped into the primitive, wild side of their deities.
1st Absorb Elements (PoA), Ice Knife (PoA)
3rd Dust Devil (PoA), Heat Metal
5th Erupting Earth (PoA), Wind Wall
7th Conjure Minor Elemental, Storm Sphere
9th Conjure Elemental, Immolation (PoA)
At 1st level, you gain proficiency with martial weapons. You also gain proficiency with one of the following skills of your choice: Arcana, Nature, Survival.
You have access to the following Cantrips. These count against your number of known cantrips.
Lightning Lure (SCAG)
Magic Stone (PoA)
Mold Earth (PoA)
Shape Water (PoA)
You always have the Find Familiar spell prepared. You can only cast this spell to summon a mephit. The summoned mephit is neutral instead of neutral evil. The mephit can only use its Innate Spellcasting or breath action as a reaction when you take an action to command it. If you become unconscious, other than sleeping, the mephit becomes mischievous and can use all its actions, but it is under DM control.
Channel Divinity: Rebuke Elements
Starting at 2nd level, you can use your Channel Divinity to turn elemental creatures. You choose which elementals to effect when you use this ability, and you can only choose elementals within 30 feet of you. You can effect invisible elementals with this ability.
Alternatively, you may channel divinity as a Reaction to give yourself and allies within 15 feet resistance to acid, cold, fire, or lightning damage for 1 round.
At 6th level, you can attempt to charm turned and uncontrolled elemental creatures. Roll Charisma (Persuasion) against a DC of 10+ the elemental’s challenge rating. If you are successful, the creature gains the charmed condition. If the creature cannot be charmed, this ability will cause the creature to attack you with disadvantage as it becomes confused about your intent. These effects last for 1 minute.
At 8th level, you gain the ability to infuse your weapons strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you may cause the attack to deal an extra 1d8 acid, cold, fire, or lightning damage.
At 17th level, you can maintain concentration on one elemental summoning spell and simultaneously concentrate on any other one spell.