Cleric
Base Class: Cleric

Much like an actual opal, clerics of the Opal Domain draw their true beauty and strength from the combination and cohesion of all colors. These clerics understand the sources and power of the natural elements much like a druid does, but combine it with their magic of healing and inspiration.

Domain Spells

Cleric Level - Spells

1st - Burning Hands, Ice Knife

3rd - Earthbind, Gust of Wind

5th - Call Lightning, Wall of Water

7th - Fire Shield, Stoneskin

9th - Cloudkill, Cone of Cold

Natural Proficiency

When you choose this domain at 1st level, you gain proficiency with nature as well as poisoner's and herbalism kits.

Stone's Radiance

Starting at 1st level, you gain two elemental cantrips of your choice from: fire bolt, frost bite, poison spray, shape water, and shocking grasp.

Channel Divinity: Elemental Protection

Starting at level 2, you can use Channel Divinity as an action and present your holy symbol to provide resistance for yourself and any one creature of your choice within 30 ft. from the elemental damage of your choice (cold, fire, lightning, poison, or thunder) for one minute.

Starting at level 10, Channel Divinity: Elemental Protection provides immunity for yourself and any one creature of your choice within 30 ft. from the elemental damage of your choice for one minute.

All uses of Channel Divinity are recharged with a short or long rest.

Bed of the Nymphs

Starting at level 6, you can use an action to create a 30 ft protective field that nullifies all natural elemental conditions (rain, wind, snow, etc.) and creates pristine, pleasant conditions (based on the caster's interpretation) for all creatures within its boundaries. The ground where any creature lies down, regardless of terrain, becomes as comfortable as the best inns' best beds. Additionally, the caster is alerted if any magically produced elements strike the field. The field lasts for 8 hours. It can be cast once per 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 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Hardened Opal

At 17th level, you gain immunity to cold, fire, lightning, poison, and thunder damage.

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