You have mastered the manipulation of a single elemental force, learning how to draw lingering power from your magic and the environment itself. Choose one element when you gain this feat: ater (Cold), Fire, Lightning, Earth, or Wind. Once chosen, it cannot be changed.
You gain the benefits listed for that element below.
Domain of Water (Cold)
Your magic draws strength from lingering moisture and flowing currents.
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When you cast a spell of 1st level or higher that deals cold damage and affects an area, you create Lingering Water until the start of your next turn.
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While Lingering Water is present, once per turn, when you deal cold damage with a spell, you may add extra cold damage equal to your proficiency bonus.
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If you are in a naturally watery environment (rain, river, lake, ocean, swamp), you always gain this bonus without needing to create Lingering Water.
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This bonus damage applies only once per turn.
Domain of Fire
Your flames consume air and vitality alike.
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When you cast a spell of 1st level or higher that deals fire damage and affects an area, creatures of your choice within the area must succeed on a Constitution saving throw against your spell save DC or gain disadvantage on their next attack roll before the end of their next turn.
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In enclosed or underground environments, creatures make this saving throw with disadvantage.
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This effect does not occur if the fire spell is negated or completely countered.
Domain of Lightning
Your lightning forms deadly, precise currents.
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When you deal lightning damage with a spell, you score a critical hit on a roll of 19–20.
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This benefit does not stack with other features that expand your critical hit range.
Domain of Earth
You shape stone and soil into unyielding defenses.
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When you create a barrier, wall, or protective effect using a spell that deals bludgeoning damage or is earth-themed (such as wall of stone, mold earth, or similar effects at the DM’s discretion), you may increase its durability.
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You may expend a spell slot of 1st level or higher to grant the barrier temporary hit points equal to 5 × the level of the spell slot used.
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These temporary hit points last for the duration of the effect.
Domain of Wind
Your magic commands relentless currents.
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When you cast a spell of 1st level or higher that affects an area and deals thunder or slashing damage, you may choose to leave behind violent winds until the start of your next turn.
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The affected area becomes difficult terrain, and creatures inside have their speed reduced by half.
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You may use this feature a number of times equal to your proficiency bonus
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