Earth Domain

Domain Spells

Cleric Level Spells
1st Earth Tremor, Absorb Elements
3rd Earthbind, Maximillan’s Earth Grasp
5th Erupting Earth, Wall of Sand
7th Stone Shape, Elemental Bane
9th Conjure Elemental, Transmute Rock

Bonus Proficiency
At first level you gain proficiency with martial weapons, heavy armor, and learn the Terran language.

Avalanche Strike
From 1st level on, you can unleash earth power through your weapon attacks. When you use the Attack action to attack with a melee weapon, the target and each creature you choose within 10 feet of the target must succeed on a Dexterity saving throw against your Spell Save DC or fall prone.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Earth Armor
Starting at 2nd level, you can use your Channel Divinity to armor yourself with dirt and stone.
As a bonus action when you are on an earth or stone surface, you present your holy symbol and invoke the name of your deity. The earth and stone flows up to encase you. For 1 minute, your speed drops to 10 feet if it is higher than 10 feet and you cannot benefit from increases to speed, but you have a +5 bonus to Armor Class. When this effect ends, the dirt
and stones fall free and an area of difficult terrain spreads across the ground from you in a 5-foot radius and remains
until cleared away.

Channel Divinity: Rebuke Elemental
At 6th level, you can use your Channel Divinity to rebuke elementals.
As an action, you present your holy symbol and speak a prayer to invoke elemental power. One elemental that can see and hear you within 30 feet of you must make a Wisdom saving throw. If the creature is an earth elemental, it has disadvantage on this saving throw. If the creature fails the save, it becomes turned for 1 minute or until it takes any damage. See “Channel Divinity: Turn Undead” for the effects of being turned.
If the elemental was an earth elemental, you may instead cause the creature to become charmed for 1 minute. While charmed by you, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature” or “wait here.”

Channel Divinity: Earth Might
Also at 6th level, you may use your Channel Divinity as a bonus action to draw strength and power from the earth. For 1 minute, as long as you are in contact with the ground, you add your proficiency bonus to your weapon damage rolls and you add double your proficiency bonus to your Strength and Constitution ability checks and saving throws.

Bind Earth Elemental
At 8th level, you gain the ability to infuse your weapon strikes with elemental 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 damage of the same type dealt by the weapon to the target.
When you reach 14th level, the extra damage increases to 2d8.

Form of Earth
At 17th level, you can transform yourself into a being of living earth and remain in that form for up to 1 hour, until you use an action to return to your normal form, or until you become unconsciousness. While in this form you have all of the following benefits:

  • You have a +2 bonus to Armor Class and Strength.
  • You have a burrow speed equal to your land speed. When you burrow through natural, unworked earth and stone, you do not disturb the material you move through.
  • You deal double damage to objects and structures.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You are immune to poison damage.
  • You are immune to the paralyzed, petrified, and poisoned conditions.

Once you use this feature, you cannot use it again until after you complete a long rest.

Earth Domain

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