Cleric
Base Class: Cleric

Your god its related to the ground not unlike a Nature domain but focuses more so on the stone, earth and sand that makes up solid ground. As a Terra Domain Cleric you are the rock that holds people steady.

Terra Domain Spells

Cleric Level Spells
1st earth tremor, shield of faith
3rd maximillian's earthen grasp, earth bind
5th erupting earth, meld into stone
7th stoneskin, stone shape
9th wall of stone, transmute rock

Rock Steady

At 1st level when you choose this domain you gain the ability to understand Terran and you learn the Magic Stone cantrip. Additionally while wearing heavy armor you cannot be knocked prone unless you are knocked unconscious, you cannot be forcibly moved from your position and you ignore difficult terrain caused by loose rock.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and mason's tools

Channel Divinity: Tectonic Rupture

At 2nd level slam your holy symbol into the ground and chose one of the following effects:

  • Spontaneously create a 30 foot wide, 10 foot deep circular crater forcing every creature without a fly speed within the area to make a Dexterity saving throw. On a fail they are knocked prone and take falling damage. On a success they are not knocked prone and the falling damage is halved. The crater is considered difficult terrain and creatures within must use their movement and their Action to make a Strength(Athletics) check versus your spell save DC to attempt to escape the crater. Creatures that fail this check slide back down to the middle of the crater. Creatures with a climb speed make the check with advantage.
  • Cause sharp rocks to erupt from the ground impaling creatures within 30 feet of you. Up to Wisdom modifier creatures you choose must make a Dexterity saving throw which if they fail take 2d10 + cleric level magical piercing damage and become restrained, or take half as much and not be restrained on a success.
  • Cause an area of terrane in front of you to shift upward creating cover. You can create a 3 foot tall, 5 foot long, 30 foot wide square of earth in front of you. Creatures directly behind this wall have half cover. Alternatively you can create a square wall 5 feet thick by 10 feet wide by 10 feet tall. Both walls have: AC20 and 100hp, and once reduced to 0hp they crumble to dust.

Blessing of Endurance

At 6th level whenever you heal a creature you can also grant them resistance to either bludgeoning, piercing or slashing damage until the start of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the strength of stone. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Create Effigy

At 17th level you gain the ability to call forth a massive elemental to fight by your side. As an Action using your Channel Divinity, you slam your holy symbol to the ground and summon a Huge Earth Elemental that takes the form of your deity from the ground behind you for 1 hour. You can telepathically issue a command to the Effigy as a Bonus Action. Without being given a command the Effigy will attempt to defend you. If given a command it will follow that command until completion or until given a new command.

The Effigy has AC 20, double your maximum health, 40 foot walking and burrowing speed and the Earth-glide trait. Other than the aforementioned traits, the Effigy has the same stats and attack options as a Stone Giant. If the Effigy is reduced to 0hp or you use an Action to dismiss it, it crumbles to dust and boulders creating a 15 foot by 15 foot area of difficult terrain and also provides 1/4 cover. Creatures within the Effigy's space when it crumbles must make a DC13 Dexterity saving throw or take 3d10 bludgeoning damage and become buried, with a DC15 Strength check to escape. If you are rendered unconscious, the Effigy becomes dormant but does not crumble. You can reanimate the Effigy by using an Action and spending a spell slot so long as its still within its time limit. If you do not dismiss the Effigy and it hasn't been reduced to 0hp it will remain as a permanent stone statue.

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