Cleric
Base Class: Cleric

Terra Domain Clerics are followers of Gods that shape the World. They borrow their Gods powers to create or move mountains, to make ravines appear out of thin air and to help their allies.

Bonus Proficiencies

At 1st level when choosing this subclass you receive proficiency in a Skill of your choice and become proficient with martial weapons.

Channel Divinity: Terraform

Starting at 2nd level, you can use your Channel Divinity to shape the Earth around you to your benefit.
You can use your action to do one of the following things:

Terraform: Pathway You may remove the difficult terrain property from up to 10 tiles within 60 ft of you. (Only works if the Difficult Terrain is earth-related)

Terraform: Landscape You may create or remove up to 25 square ft. of dirt in a 60 ft. radius around you.

Terraform: Garden You may turn up to 10 tiles within 60 ft. of you into difficult terrain.
(At 8th level effects double. 10 tiles become 20 and 25² ft. become 50² ft.)

Terra Domain Spells

Cleric Level Spells

1st

Earth Tremor

3rd

Earthbind

5th

Erupting Earth

7th

Wall of Sand

9th

Wall of Stone

Earthen Sense

You have become one with the Earth and learned to sense your surroundings through it.
You have advantage on skill checks if they involve the earth. You gain 20 ft. of Tremor sense. You know how heavy creatures are if they are within your tremor sense area.

Terra-daptation

Your Channel Divinity: Terraform limits double. (Pathway can now affect 20 tiles, Garden can now affect 20 tiles, Landscape can create/destroy 50 square ft.)
You gain resistance against fire damage.

Mountain Kings' Blessing

You have reached your full potential at shaping the Earth, you know how to draw the minerals needed to live straight from the earth.
You become Immune to the Following spells: Bones of the Earth, Earth Tremor, Earthbind, Earthquake, Erupting Earth

 You become immune to the Petrified status.

Your Channel Divinity: Terraform causes you to become resistant to slashing, piercing and bludgeoning damage until the end of your next turn.

You no longer need to eat.

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