Cleric
Base Class: Cleric

(prerequisite: must be a Dwarf)
The gods and goddess of Dwarven folk have their own unique ideologies and ideals, and the values of their societies as they've risen up through the many centuries of Dwarven life have all shaped a deeper, mystical understanding that the gods of these cultures purvey within underlying themes. For Dwarven folk, toughness, grit, determination, familial honor, and an ambition for gold and wealth are the most common qualities they share among their peoples, and these Clerics serve the gods of these societies by wielding magic power that enforces these ideals and defends well against the classic enemies of Dwarves, such as Giants and orcs. The power of the Dwarvenkind Domain reinforces Dwarven interests with divine power made manifest.

 

Domain Spells

You gain domain spells at the cleric levels listed in the Dwarvenkind Domain Spells table. See the Divine Domain class feature for how domain spells work.

Dwarvenkind Domain Spells
Cleric Level Spells
1st absorb elements, shield
3rd enhance ability, locate object
5th incite greed, protection from energy
7th fabricate, stone shape
9th creation, skill empowerment

Dwarven Ways

1st-level Dwarvenkind Domain feature

At 1st level when you choose this domain, you are recognized as a paragon of the Dwarven peoples, and your god or goddess imbues you with more improved aspects of your race. You gain the following benefits:

- The range of your darkvision improves to 120 feet
- You have advantage on saving throws against fear
- Whenever you attack with a battleaxe, handaxe, light hammer, or warhammer weapon, you gain +1 to attack rolls.

Channel Divinity: Stalwart Evasion

2nd-level Dwarvenkind Domain feature

At 2nd level, you learn the ability of Dwarven heroes throughout history, the ability to challenge foes of any size with capable evasion. As a bonus action using your Channel Divinity, you gain a +2 bonus to your armor class against any attack from opponents Large size category or larger, and you ignore the first 1 point of all damage dealt to you as long as you have not moved more than 10 feet this turn. If you do move more than 10 feet, you cannot ignore damage this way until the beginning of your next turn. These benefits last for a number of hours equal to your Wisdom bonus.

Earthen Endurance

6th-level Dwarvenkind Domain feature

At 6th level, you've become as the legendary Dwarves of ancient tales who could toil for days on end with no weariness or weakness. If you must make a Constitution ability check or saving throw, you may spend a Cleric spell slot of 1st level or higher as a reaction, and if you do, you gain advantage on that check or save.

Additionally, you are immune to exhaustion.

Lastly, you may perform a 10-minute prayer ritual that informs you of the layout of any caverns and tunnels under the earth (but not structures or unnatural objects) within a 2 mile radius of where the ritual is performed, and the location of any semi-precious or precious minerals or ores (such as diamonds or gems, gold, or iron) within a 2 mile radius of where the ritual is performed. You may perform this ritual once before you must finish a long rest to use it again.

Divine Strike

8th-level Dwarvenkind Domain feature

At 8th level, you gain the ability to infuse your weapon strikes with divine radiance. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Stoic Divinity

17th-level Dwarvenkind Domain feature

At 17th level, you gain the great blessing of the Dwarven gods and goddesses, which provides you significant benefits:

- you are seen as a pure paragon of Dwarven values, and it shows through in your demeanor. You have advantage on all Charisma skill checks against other Dwarves.
- you gain advantage on saving throws against magic.
- you have resistance to magic damage.

Additionally, whenever you succeed at invoking your Divine Intervention feature, you are immediately accompanied by potent Dwarven ancestor spirits, and you can cast Spirit Guardians as part of that action without expending a spell slot. This casting of the spell cannot deal necrotic damage.

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