Base Class: Cleric
A person gifted power by a god. They wield the elements in order to use magic.
A cleric subclass divided into 7 elements; Fire, Water, Air, Earth, Lightning, Life and Ice. Every element is connected to one god of the elements.
Elemental domain spells
You gain a additional list of spells .Once you gain access to a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
fire
| Cleric Level | Spells |
|---|---|
|
1st |
burning hands, hellish rebuke |
|
3rd |
aganazzar's Scorcher, flame blade |
|
5th |
fireball, flame arrows |
|
7th |
spire of flame, wall of fire |
|
9th |
conjure elemental(fire only), immolation |
Water
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
create or destroy water, fog cloud |
|
3rd |
aid, augury |
|
5th |
tidal wave, wall of water |
|
7th |
control water, watery sphere |
|
9th |
conjure elemental(water only), maelstrom |
Wind
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
feather fall, zephyr strike |
|
3rd |
gust of wind, warding wind |
|
5th |
wind wall, fly |
|
7th |
storm sphere, conjure minor elementel(wind only) |
|
9th |
conjure elemental(air only), control winds |
Earth
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
earth tremor, catapult(only on earth, stone) |
|
3rd |
earth bind, maximillian's earthen grasp |
|
5th |
erupting earth, wall of sand |
|
7th |
stone shape, stoneskin |
|
9th |
conjure elemental(earth only), wall of stone |
Lightning
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
witch bolt, thunder clap |
|
3rd |
misty step, shatter |
|
5th |
call lightning, lightning bolt |
|
7th |
storm sphere, dimension door |
|
9th |
destructive wave(lightning), steel wind strike |
Life
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
goodberry, entangle |
|
3rd |
spike growth, barkskin |
|
5th |
speak with plants, plant growth |
|
7th |
blight, grasping vine |
|
9th |
commune with nature, tree stride |
Ice
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
ice knife, armor of agathys |
|
3rd |
snilloc snowball storm, dragon's breath(ice) |
|
5th |
sleet storm, slow |
|
7th |
ice storm, fire shield(chill shield) |
|
9th |
cone of cold, hold monster |
Bonus proficiency
when you choose this domain at 1st level you gain this extra proficiencies depending on your element
- with the fire element you gain proficiency with martial weapons
- with the water element you gain the shape water cantrip
- with the air element you gain the gust cantrip
- with the earth element you gain proficiency with heavy armour
- with the lightning element you gain proficiency with martial weapons
- with the life element you gain the thorn whip cantrip
- with the ice element you gain the ray of frost cantrip
Primordial Gift
You gain the ability to gaze at the elemental powers connecting this world. You can cast detect magic at will.
Channel Divinity: Harness the elements
Starting at 2nd level, you can use your Channel Divinity to harness your elemental power, The effect depends on your element.
As an action you present your holy symbol to invoke elemental power the effect depending on your element
- with the fire element, you can target an amount of creature's within 60 feet of you equal to your Wisdom Modifier and grant them resistance to fire for the next minute.
- with the water element, you can cause geysers to spout out the ground at a point within 60 feet of your choice, each of your choice creature in a 20 feet radius must make a Dexterity Saving Throw or take 2d8 bludgeoning damage and be knocked prone, if they succeed they take halve damage instead.
- with the air element, you can create a small whirlwind 10 feet wide in a range of 60 feet, anyone in the whirlwind must make a strength saving throw or be restrained, if they succeed they are not restrained and are pushed 5 feet in the opposite side of the whirlwind, on the start of the creature's turn they can make another save if they succeed they are pushed 5 feet away in the opposite direction of the whirlwind.
- with the earth element you can grant one creature within 60 feet of you resistance to piercing, bludgeoning and slashing damage for the next minute.
- with the lightning element, you or one creature of your choice within 10 feet of you gain 2d6 lightning damage on all weapon attack rolls for the next minute.
- with the element of life you can cause the ground within 30 feet of you to bloom with plant-life for the next minute, when a hostile creature enters range their movement speed is halved and they can't use the dash action. When a friendly creature is in range they heal 1d6+ your cleric level at the start of the clerics turn turn.
- With the ice element you create a freezing wind, the ground within 30 feet of you becomes slippery ice and any hostile creature who tries to move on this ground must make a Dexterity Saving Throw or be knocked prone.
Soul of the Elements
Starting at 6th you get an ability depending on your chosen element
- With the fire element you gain resistance to fire damage and you ignore resistance to fire damage.
- with the water element you gain a swimming speed of 50 feet and you can breathe both air and water.
- with the air element you can jump three times the normal distance and you can cast feather fall at will.
- with the earth element you gain resistance to thunder damage and you ignore resistance to thunder.
- with the lightning element you gain resistance to lightning damage and you ignore resistance to lightning.
- with the life element you when you use a 1st level spell or higher to heal, both you and the target heal additional hit points equal to 2+ your cleric level.
- with the ice element you gain resistance to cold damage and you ignore resistance to cold damage
Blessing of the Elements
at 8th level you can empower your weapons with holy elemental 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8. The damage depends on the chosen element.
- With the fire element you do 1d8 extra fire damage
- With the water element you do 1d8 extra slashing damage
- with the air element you do 1d8 extra bludgeoning damage
- with the earth element you do 1d8 extra thunder damage
- with the lighting element you do 1d8 extra lightning damage
- with the life element you do 1d8 extra piercing damage
- with the ice element you do 1d8 extra cold damage
Elements True Power
Starting at 17th level, you gain new abilities depending on your chosen element:
- With the fire element you ignore fire immunity, instead it counts as fire resistance for you.
- With the water element you can dive up to 10.000 ft below the surface of water.
- With the air element you have a flying speed equal to your walking speed.
- With the earth element you have a burrowing speed equal to your walking speed as you phase through the earth.
- With the lightning element you ignore lightning immunity, instead it counts as lightning resistance towards you.
- With the life element when you cast a healing spell to heal you heal the target the maximum number of hitpoints instead of rolling for it.
- With the ice element you ignore cold immunity, instead it counts as cold resistance towards you.
Previous Versions
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10/23/2022 11:08:03 AM
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10/30/2022 6:01:31 PM
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