Cleric
Base Class: Cleric

The Earth Domain represents strength, hardiness, and unity in nature and civilization. Clerics of the Earth Domain are typically varied in their alignment. Many tend to be kind, strong, and disciplined individuals while others can be very chaotic, unpredictable, and dangerous. Clerics of Earth that decide to be more helpful in society than their more chaotic counterparts like to take up difficult and potentially dangerous professions like weapon/armor smiths and soldiers. The chaotic counterparts tend to like being isolated and work more as hirelings, mercenaries, and bounty hunters. 

Bonus Proficiency

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

Domain Spells

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

Cleric Level Spells
1st Mold Earth, Earth Tremor
3rd Maximillian's Earthen Grasp, Melf's Acid Arrow
5th Wall of Sand, Erupting Earth
7th Stoneskin, Summon Elemental (Earth only)
9th Wall of Stone, Transmute Rock

Earth's Cudgel

Starting at 1st level, the damage you can inflict on others via bludgeoning is increased. Whenever you damage a creature with bludgeoning damage from an attack you can add a bonus to the damage equal to your cleric level + your proficiency bonus to the damage dealt. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses after finishing a short or long rest.

Channel Divinity: Stone's Vitality

Starting at 2nd level, you can use your Channel Divinity to bolster you allies.

As an action, you present your holy symbol and empower one of your allies within 30 ft of you. When you do so the targeted creature gains temporary hit points equal to 2 x your cleric level and has advantage on Strength checks and saving throws for 10 minutes.

Aura of Might

Beginning at 6th level, any number of friendly creatures up to your wisdom modifier within 10 ft of you gains a bonus to their attack and damage rolls equal to your proficiency bonus rounded down.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8 and at 20th level it is increased to 3d8.

Blessing of Earth

At 17th level, you blessed harmony with the earth becomes increasingly more powerful:

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks
  • While wearing heavy armor, you are immune to bludgeoning damage
  • Your hit point maximum is increased by your cleric level

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