Base Class: Cleric
The Earthen Domain focuses on the land, and those who walk it. Clerics of this domain concern themselves with supporting their allies in combat, and keeping their foes where they can reach them. Gods who care about peaceful but physical resolutions, strong communities, and "Work Ethic" are great candidates to have clerics within this domain.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric level | Spells | |:------------:|:---------------------------:| | 1st | Earth Tremor, Heroism | | 3rd | Earthbind, Enlarge/Reduce | | 5th | Slow, Plant Growth | | 7th | Death Ward, Stoneskin | | 9th | Conjure Elemental, Passwall |
Bonus Proficiencies
At 1st level you gain proficiency with Martial Weapons, Heavy armor and the Persuasion skill.
Down to Earth
After you cast a 1st level or higher spell that targets an ally, you may use the shove action as a bonus action.
Channel Divinity: Partial Entombment
As an action, you present your holy symbol and select up to 3 creatures you can see within 30 feet, expending a use of your channel divinity. These creatures must succeed a Dexterity Saving throw versus your Spell Save DC or be restrained as muddy earth cocoons around their bodies and dries, restraining them. At the start of the turn of a creature restrained this way, they take [roll]1d6[/roll] bludgeoning damage, and may use an action to attempt an Athletics(Strength) check to end the effect. This ability upgrades at 11th level doing [roll]2d6[/roll] damage, and 17th level doing [roll]3d6[/roll] damage.
Deliver to Safety
At 6th level your god provides you the means to protect those around you. After using the attack action on your turn, you may use a bonus action to expend a use of this feature. Select one of the following effects:
- Allies within 20 feet heal [roll]2d6[/roll] hitpoints
- Allies within 30 feet gain [roll]2d6[/roll] Temporary hitpoints
- You may create or clear difficult terrain in any spaces adjacent to 3 allies within 30 feet.
You may use this feature a number of times equal to your proficiency bonus, regaining expended uses on a long rest.
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 [roll]1d8[/roll] radiant damage to the target. When you reach 14th level, the extra damage increases to [roll]2d8[/roll].
Sunder Footing
At 17th level your god blesses you with greater control over the ground you walk in combat. Your down to earth feature now affects creatures of your choice within (10 x Spell slot used to cast the spell targeting an Ally) feet, who must succeed a Dexterity saving throw against your spell save DC or fall prone. The affected creatures within 5 feet of you roll this save with disadvantage.
Comments