Cleric
Base Class: Cleric

Most clerics of the earth domain are unconcerned with the divine realms, owing their faith instead to chapels of the clay, soil and stone of elemental earth. Called clayrics, these devotees draw magical strength from the holy powers of particular ancient beings—the immortal princes of earth called primordials. These great elementals carry the same strength and influence within the inner planes that gods do within the outer planes. Many primordials have even been worshipped as gods.

Most clayrics aren't attached to godliness, but to the promise of power. Grumbar, Ogrémoch, Kabril Ali al-Sara al-Zalazil, are all examples of powerful elementals that a clayric could draw power from. A clayric that worships a god might choose Geb, Dumathoin, Garl Glittergold, or Shar.

Domain Spells

1st-level Earth Domain feature

You gain domain spells at the cleric levels listed in the Earth Domain Spells table. See the Divine Domain class feature for how domain spells work.

Earth Domain Spells

Among the Clay

The mold earth and magic stone cantrips are added to the list of cleric cantrips that you can choose to learn. You can change one or two of your cleric cantrips to either of them when you choose this subclass. You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Stealth.

Bonus Proficiency

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

Channel Divinity: Chambers of the Earth

2nd-level Earth Domain feature

As an action, you can use Channel Divinity and gain a burrowing speed equal to your walking speed, which lasts for 1 minute, or until you next surface. While burrowing with this feature, you don't disturb the material you move through, and you know which way is north. Until the effect ends, you can share this benefit with willing creatures that you touch. You must maintain contact with a creature to share this benefit.

If a creature loses the benefits of this feature while burrowing, it is magically deposited into the nearest unoccupied space.

Stone Vaulter

6th-level Earth Domain feature

As an action, you or another creature you touch gains the following benefits for 1 hour, or until you use this feature again:

  • Your walking speed increases by 10 feet.
  • You gain a climbing speed equal to your walking speed.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Divine Strike

8th-level Earth Domain feature

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 bludgeoning damage to the target. All the damage for that attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you reach 14th level, the extra damage increases to 2d8.

Mountain Roots

17th-level Earth Domain feature

Your spirit is a crucible for earth and stone, allowing you to cast some of your domain spells more frequently. You can cast up to five levels worth of your domain spells without expending any spell slots—for example: you can cast a 5th level domain spell without expending a spell slot, or you can cast a 2nd and 3rd level domain spell without expending a spell slot for either spell.

You regain the ability to cast your domain spells in this way when you finish a long rest.

Previous Versions

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2/21/2023 3:19:17 PM
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Earth Domain Image

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