Base Class: Cleric
Some God's are linked to one type of element (Cold, Electricity...). But certain God's encompass all the elements as a God of nature or the world. The elemental cleric can wield all the forces of nature as encompassed in their God.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. You gain a plus one proficiency bonus if you use a weapon specific to your God.
Disciple of the elements.
Whenever you use a spell of 1st level or higher that involves the elements, you do additional damage equal to half the cleric level plus the level of the spell. In addition, a elemental cleric can use any level appropriate spell that involves the elements from the Druid and Wizard spell lists.
Channel Divinity: Elemental resistance
Starting at 2nd level, you can use your Channel Divinity to protect creatures from the elements.
As an action, you present your holy symbol and evoke a multicolored field around a creature(s) within 30 feet conferring elemental damage reduction to all elements (fire,water,wind,electricity,earth,cold) equal to the clerics level. At 3rd level it can be conferred to 2 creatures, at 5th level 3 creatures, at 7th level 4 creatures, 9th level 5 creatures.
Elemental Healer
Beginning at 6th level, when you cast a spell of 1st level or higher that restores HP to a creature damaged by the elements, the hit points healed is increased by the level of the elemental cleric.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with elemental 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 elemental damage of your choice to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Elemental Control
Elemental Form (Sp): At 16th level the Elemental Cleric has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental cleric can take on the traits of one of the following elements, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d6 points of damage but cannot use any equipment, and a +3 AC bonus. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.
Domain Spells
The elemental cleric receives domain spells at 1st,3rd,5th,7th and 9th levels
Elemental Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Earth Tremor, Ice Knife |
|
3rd |
Aganazzer's Scorcher, Maximilians-earthen-grasp |
|
5th |
Call Lightning, Sleet Storm |
|
7th |
Storm Sphere, Stone Skin |
|
9th |
Maelstrom, Immolation |
Elemental Mastery
Elemental Mastery (Sp): At 20th level the Elemental Cleric becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.
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