Cleric
Base Class: Cleric

Clerics of the Earth Domain know the power hiding beneath your very feet. The Earth gives life, refuge, and support, but it can also bring destruction and ruin. 

Earth Mover

At 1st level, you learn the Mold Earth cantrip, which counts as a cleric cantrip for you, and doesn't count against the number of cleric cantrips you know.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Terraporting

Starting at 2nd level, you can Channel Divinity, and move through the earth with a technique called terraporting.

As a bonus action, you dissolve into the earth/stone that you are touching. You reemerge from an unoccupied spot, that also touches earth/stone, up to 30ft away. 

Tremorsense

Starting at 6th level, when you put the palm of your hand(s) against the ground, you gain the tremorsense ability. You can detect and pinpoint the origin of vibrations within a 30ft radius, provided that you and the source of the vibrations are in contact with the same ground or substance.

Earthen Stride

At 8th level, you gain the ability to move through nonmagical difficult terrain for no extra movement, and you gain an additional 5ft to your movement speed.

Avatar of Earth

At 17th level, you become one with the Earth itself. You can use a bonus action to cover yourself with an armor of earth and stone, granting you 2d8 + proficiency bonus in temporary HP.

Additionally, when you exit your terraport while in this form, every creature in a 10ft radius of yourself must make a DEX save. On a failed save, a creature takes 3d12 bludgeoning damage and is knocked prone. On a successful save, a creature only takes half as much damage. 

You can use this ability once per long rest.

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