Base Class: Cleric
The Earth domain is concerned with stone, metal, and stability. Clerics of this domain are often solid pillars of strength for others to lean on in times of need. The most common deities of this domain are Moradin and Deep Duerra, but there are many others.
This subclass is a Quixotic-Dragon production.
In order to help us improve it, please take a moment to rate it and comment your answers to the following questions:
- Is this subclass unique enough to be justified as its own thing?
- Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
- If so, what?
- Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
- Are there any changes you would make in order to make the subclass more fun or easier to play?
- Are there any other notes or improvements you would make to this class that were not mentioned in these questions?
Thank you for taking part in our creative process! We hope to have a refined version available soon!
Earth Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Catapult, Earth Tremor |
| 3rd | Maximilian's Earthen Grasp, Dust Devil |
| 5th | Erupting Earth, Melf's Minute Meteors |
| 7th | Mordenkainen's Private Sanctum, Stoneskin |
| 9th | Transmute Rock, Wall of Stone |
Bonus Proficiencies
At 1st level, you gain proficiency with the Athletics, Nature, and Survival skills, as well as with Land Vehicles.
Earthstride
Land-based difficult terrain has no effect on you.
Dust to Dust
At 1st level, you deal double damage to structures and constructs made of stone or earth.
Channel Divinity: Earthkin
At 2nd level, you can use your Channel Divinity to enter an elemental-like state for a number of rounds equal to your Constitution Modifier. During this time you can travel through unworked stone and earth as if you were swimming.
Your speed for this movement is your Strength modifier X 10 (minimum of 10 feet). You also do not need to breath while in this state.
Starting at 8th level, you can use this ability to move through worked stone.
Potent Bludgeoning
At 8th level, when you cast a spell or make an attack that does bludgeoning damage, you ignore resistances to bludgeoning damage, and treat immunity as resistance. Additionally, such attacks and spells deal an extra 1d4 bludgeoning damage.
This damage increases to 2d4 at 14th level.
Improved Earthkin
At 6th level, you also gain armor based on the terrain you swim through for the duration of your earthkin use as long as you are wearing light or medium armor, even if you don’t spend the whole time underground.
Dirt: +1 to AC
Stone: +2 to AC
Metalbender
At 17th level, Dust to Dust affects metal. When you reduce a metal object to 0 HP, you can mold it into a mundane weapon or item of your choice. Additionally, if you use Earthkin near metal, you can add a bonus to your AC appropriate for metal, as detailed below, though you cannot move through it.
Metal: +3 to AC
Comments