Cleric
Base Class: Cleric

A more drudic cleric, those who are in this domain tend to work well with barbarians of the Path of the Petrified, and druids of The Circle of Extinction. These are people who commune with the spirits of the long dead earth titans of old. As they are folk to walk among other races, they are all working to preserve the fossils they partially use for resources, for armor and weapons. As they work to preserve these ancient remains, they also do their best to discover what these beings were like when they walk the planet eons ago.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in nature.

Disciple of Extinction

Also starting at 1st level, your damaging spells are will heal you and any allies you choose. Whenever you use a spell of 1st level or higher to inflict damage, you and up to three creatures regains additional HP equal to your Wisdom score + the spell’s level.

Channel Divinity: Preserve Extinction

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured, and damage nearby foes.

As an action, you present your holy symbol and evoke necrotic or poison damage to nearby foes and transforms it into healing energy that can restore and damage a number of hit points equal to five times your cleric level. Choose any creatures within 50 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This will be twice as effective against undead.

Earthen Healer

Beginning at 6th level, the damaging spells you cast on others heal you and others as well. When you cast a spell of 1st level or higher inflicts damage to a creature other than you, you and up to five other creatures of your choice regain hit points equal to your Wisdom score + the spell’s level.

Earthen Strike

At 8th level, you gain the ability to infuse your weapon strikes with earthen 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 2d12 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 3d12.

Anger of the Extinct

Starting at 17th level, when you would normally roll one or more dice to damage opponents with a spell, you instead use the highest number possible for each die. For example, instead of inflicting 5d8 points of damage to a creature, you deal 40.

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