Base Class: Cleric
Clerics of the primordial domain embody the very elements themselves. They draw their power from the planes of fire, air, water and earth and utilise this magic to do all kinds of things. While not serving a god as such, these clerics still have some healing capabilities due to the nature of their powers. The wrath of a primordial cleric is a terrifying thing to see upon the battlefield as they unleash the destructive forces of the elements.
Domain Spells
You gain domain spells at the cleric levels listed in the Primordial Domain Spells table. See the Divine Domain class feature for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | absorb elements, earth tremor |
| 3rd | aganazzar's scorcher, gust of wind |
| 5th | erupting earth, tidal wave |
| 7th | conjure minor elementals, elemental bane |
| 9th | elemental transformation, maelstrom |
Elemental Attunement
Through exposure to the elemental planes you have an understanding of how they work and how to shape them with ease. You learn to speak, read and write Primordial. In addition, you learn one of the cantrips from the following list: convulsing zap, fire bolt, ray of frost, shape water, mold earth or gust. Wisdom is your spellcasting ability modifier for this cantrip and it does not count against the number of cleric cantrips you know.
Convulsing Zap
You create a static charge between your fingers before launching it towards a target within 45ft. Make a ranged spell attack against the target. On a hit the target takes 1D6 lightning damage and must make a Constitution saving throw. On a failure, the target can only move a maximum of 10ft on it’s next turn.
This spell's damage increases by 1D6 when you reach 5th level (2D6), 11th level (3D6), and 17th level (4D6).
Fire Bolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Gust
You seize the air and compel it to create one of the following effects at a point you can see within range:
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One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
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You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
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You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
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You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
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If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell''s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shape Water
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
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You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
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You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
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You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Bonus Proficiencies
You gain proficiency with heavy armour and martial weapons.
Channel Divinity: Elemental Boon
Starting at 2nd level, you can use your Channel Divinity to imbue your strikes with elemental power.
When you hit with a weapon attack on your turn, you may expend a use of your Channel Divinity to roll additional damage dice. You may add an additional 2D6 fire, cold or lightning damage to the attack's damage roll.
Primordial Power
Starting at 6th level, such is your prowess with the elements that you are able to circumvent even the strongest of resistances to your power. Whenever you deal fire, cold or lightning damage to a target, you may ignore any resistances to those damage types that the target has. You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this ability after a long rest.
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 fire, cold or lightning (your choice) damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Elemental Companions
Starting at 17th level, you may tap into the elements to call forth a loyal ally. You may cast the spell conjure elemental without any components or consuming a spell slot. When cast in this way, you do not have to maintain concentration on the spell for its duration, but may dismiss it as an action. You regain the ability to do so after a long rest.
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