Base Class: Cleric
Mountain Domain clerics are followers of gods of sanctuary and protection. Clerics of this domain are expected to do their utmost to provide shelter to the innocent, protect their communities from invaders and lay down their lives for the betterment of everyone. To be a follower of the Mountain is to be a vanguard between life and destruction, keeping the dangers of both the natural and civilized world at bay.
Clerics of the Mountain are expected to act with vigilance and honour, taking up arms in the defence of the common folk. Their duty is to protect and guard the people, grant asylum to those who flee and grant no passage to those who prey. Most if not all Mountain domain clerics are of Good alignment, but clerics are not always expected to grant shelter to the questionable and wicked, often turning away suspicious strangers even if they have no evidence of a crime, so they are rarely Lawful.
Mountain Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | earth tremor, sanctuary |
| 3rd | warding bond, warding wind |
| 5th | magic circle, wind wall |
| 7th | stone shape, stoneskin |
| 9th | wall of stone, hallow |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Mountain Wall
Also at 1st level, you can stand as a wall between your allies and your enemies. You permanently count as 1 size larger than normal (Maximum size Large) in all circumstances without changing your dimensions and any creature that stands directly behind you receive the benefits of full cover from ranged attacks unless they are 1 size larger than your original size.
Channel Divinity: Weight of the Mountain
Starting at 2nd level, you can use your Channel Divinity to root yourself with the ground and become like the mountain.
As a reaction, you can use your Channel Divinity to instantly increase your body's weight by 8 times and partially merge your feet with the ground until the start of your next turn. During this effect you are resistant to bludgeoning, piercing and slashing and you are immune to being grappled, prone or restrained by any sources and cannot be teleported or forcefully moved by any effects including magical. If a creature is currently carrying you when you activate this effect, they must use their reaction to immediately drop you or be crushed and take 1d6 of bludgeoning damage for every 100 lb. your body (does not include your equipment and the weight of carried items) weighs as a result of using this ability.
You cannot use this ability if you are more than 10 feet above ground or in a non-solid body of material such as water, lava or extremely fine sand.
Hard as Stone
At 6th level, when you shove, knock prone or otherwise force an enemy in 5 feet to move by physical means you also deal bludgeoning damage to them equal to half your level.
Additionally, if an enemy in 5 feet from attempts to shove, knock prone or move you by any non-magical means they also suffer the same damage.
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 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Vanguard of the Stone
At 17th level, you have a tremorsense of 60 feet for as long as you are in physical contact with a surface of earth, metal or stone. The tremorsense extends only as far as the material of the surface. For example; you do not have tremorsense beyond the boundaries of a 10 foot slab of stone if that slab is floating in the air. You cannot be surprised by creatures within this tremorsense and maintain awareness of threats even while you are unconscious.
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