Cleric
Base Class: Cleric

The basic elements of Air, Earth, Fire, and Water form the foundations of the world around us. Primordialist clerics tap into the essence of these elements, drawing the strength to protect themselves and their allies, as well as to harm those who upset the balance. Primordialists act as ambassadors for the various elements, embodying both the gentle side of the elements; breezes, pebbles, embers, and streams, as well as the raw power of the elemental planes; the tornadoes, earthquakes, volcanoes, and tsunamis. At their core, Primordialists are agents of balance, maintaining elemental harmony while stopping those who act as agents of chaos and discord.

Bonus Proficiency

When you choose this domain at 1st level, you gain an understanding of the Primordial language. You also gain proficiency in the Arcana or Nature skill (your choice).

Domain Spells

Cleric Level Spells

1st

absorb elements, earth tremor

3rd

heat metal, melf's acid arrow

5th

gaseous form, meld into stone

7th

fire shield, watery sphere

9th

control winds, conjure elemental

Elemental Inkling

Starting at 1st level, you can feel a divine connection with the elemental planes of Air, Earth, Fire, and Water. Every time you finish a long rest, roll a d4, and select the following feature:

1. Your soul feels lighter and free as you resonate with the elemental plane of Air. When an attack against you misses, you can use your reaction fly 30 ft. If you don't land at the end of this movement, you fall to the ground. This movement does not provoke attacks of opportunity.

2. You feel more sturdy and resilient as you resonate with the elemental plane of Earth. As an action, you can touch a creature and fortify its strength, granting 1d6 + your proficiency bonus in temporary hit points

3. Your temper flairs and your skin feels hot as you resonate with the elemental plane of Fire. As an action, you can breathe out a 15 ft. cone of fire. Creatures in the cone must succeed on a Dexterity saving throw or take 3d6 fire damage, taking half on a success.

4. Your body becomes more fluid and flowing as you resonate with the elemental plane of Water. As an action, you can serge forward up to your movement and make one attack against every creature you move within 5 ft. of. This movement does not provoke attacks of opportunity.

You can use your selected 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: Elemental Warding

Starting at 2nd level, you can use your Channel Divinity to channel the energy of the elemental plane you're connected to into a protective force.

As a reaction, you can use your Channel Divinity to grant up to 6 creatures of your choice that you can see within 60 ft resistance to one of the following types of damage, determined by the elemental plane you are currently resonating as per Elemental Inkling:

1. Air - Thunder

2. Earth - Bludgeoning

3. Fire - Fire

4. Water - Acid

This resistance lasts until the end of your next turn.

Channel Divinity: Elemental Command

Starting at 6th level, you can use your Channel Divinity to conjure an elemental spirit.

As an action, you present your holy symbol and summon an elemental familiar that appears in an unoccupied space of your choice that you can see within 30 feet of you. When you summon the familiar, it reflects the elemental plane your Elemental Inkling is attuned to. The familiar gains additional abilities and senses depending on the elemental plane it originates from.

The familiar is friendly to you and your companions and obeys your commands. The familiar resembles a medium-sized beast of your choice and is made of the element it embodies, using the stat block below.

While the familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses

In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge.

The familiar manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the familiar again, or until you die.

Elemental Familiar

Medium Elemental


Armor Class 15 (natural armor)

Hit Points 5 + five times your cleric level

Speed 30 ft. (60 ft. if fire familiar), burrow 15 ft. (earth familiar only), fly 30 ft. (air familiar only), swim 30 ft. (water familiar only)


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15  (+2) 11  (+0) 14 (+2) 11 (+0)

Condition Immunities: charmed, frightened

Damage Immunities: acid (water familiar only), bludgeoning (earth familiar only), fire (fire familiar only), thunder (air familiar only)

Senses: tremorsense 30 ft. (earth familiar only)

Languages: can understand all of your languages but cannot speak

Proficiency Bonus: equals your own

Candescent Body (fire familiar only). The body of the familiar radiates heat and light, giving off 30 ft. of bright light and an additional 30 ft. of dim light. Anyone touching the familiar or attacking it within 5 ft. takes 10 fire damage.

Gaseous Body (air familiar only). The familiar is immune to being grappled or restrained.

Liquid Body (water familiar only). The familiar can move through 1 in. gaps 

Stone Body (earth familiar only). The familiar regains 5 hit points at the start of its turn if it has at least 1 hit point. If the familiar takes acid damage or is in water, this trait doesn’t function at the start of the familiar's next turn.

Actions

Multiattack. The familiar makes two bite/claw attacks, depending on its form.

Bite/Claw. Melee Weapon Attack: +(3 + your proficiency bonus) to hit, reach 5 ft., one target. Hit: 9 (2d6+3) acid (water familiar), bludgeoning (earth familiar), fire (fire familiar), or thunder (air familiar) damage.

Elemental Merger. The familiar joins with a willing creature within 5 ft., enhancing the creature's attacks. While the familiar is merged with a creature, the creature's attacks are considered magical and deal an additional 1d6 acid (water familiar), bludgeoning (earth familiar), fire (fire familiar), or thunder (air familiar) damage. The creature also gains the same movements, senses, and traits the familiar has. The familiar cannot be targeted by attacks or spells while it is merged with a creature. The familiar can exit a creature's body as an action on the familiar's turn or be forced out by the creature as a bonus action. When the familiar leaves a creature's body, the host loses the benefits of the merger

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 damage reflecting your Elemental Inkling connection to the target:

  • Air - Thunder damage
  • Earth - Bludgeoning damage
  • Fire - Fire damage
  • Water - Acid damage

When you reach 14th level, the extra damage increases to 2d8.

Ambassador of the Elements

Starting at 17th level, you gain resistance to acid, bludgeoning, fire, and thunder damage.

You also gain a permanent level of control over the elements, regardless of your Elemental Inkling connection. You can create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone, instantaneously light or snuff out a candle, a torch, or a small campfire, chill or warm up to 1 pound of nonliving material for up to 1 hour, and cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Additionally, whenever you finish a long rest, you may choose which of the damage types on the Elemental Inkling damage table, rather than rolling.

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