Cleric
Base Class: Cleric

Earth Domain Clerics are an enigmatic breed of cleric that worship the gods of the earth. Whether dedicated to particular gods or goddesses of the earth, or to ancient spirits of nature, these clerics wield the world itself against their foes.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Earth's Stride

Whenever you grant yourself or an allied creature with a buff (any affect that grants a bonus to Armor Class or Abilities), that creature becomes immune to the effects of difficult terrain for the duration.

Channel Divinity: Earthen Armor

Starting at 2nd level, you can use your Channel Divinity to protect yourself from harm.

You conjure the earth to protect you from your foes, creating a hardened earthen armor that coats your entire body. This armor counts as Heavy Armor. You gain temporary hitpoints equal to five times your cleric level for one minute. As long as you possess these temporary hitpoints, you gain the following benefits:

Fortified. You gain a +2 bonus to your Armor Class.

Resilience. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. At 14th Level this resistance extends to magical bludgeoning, piercing, and slashing.

Sturdy. You are immune to any effect that would push, pull, or teleport you, and cannot be prone or restrained. You can choose to be moved by effects if you desire. This state does not prevent you from any effect that moves the ground you are standing on.

Earth's Strength

Beginning at 6th Level, when you cast a spell of 1st level or higher that applies a buff to the target, you also grant temporary hitpoints equal to 2 + the spell's level for the duration.

Pulverizing Strike

Beginning at 8th Level, once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra hit die of damage to the target, and force that creature to make a Strength saving throw against your spell save DC or be knocked prone. When you reach 14th level, the extra damage increases to two additional dice.

Creatures that are more than one size larger than you are immune to the knockdown effect.

Earthshaker

Starting at 17th Level, your power shakes foes to their core. When an enemy succeeds on a saving throw against a spell effect you cast, you can force it to reroll the saving throw and use the new number rolled.

Previous Versions

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