Base Class: Cleric
Many deities have a proclivity for one particular element and its accompanying forces, such as air, earth, fire, water, or others. The array of deities who have such focus is broad and varied throughout history, such as Prometheus being attributed with fire, Poseidon with water, Thor with thunder, or Geb with earth. A cleric of this divine domain does not often consider themselves as a servant of the Elemental Domain, by name, but would sooner attribute themselves with being a cleric of air, or fire, as the case may be. As might be expected, this domain allows its clerics to lash out with elemental power, pressing enemies back with wind, befuddling foes with earth spells, or assaulting enemies with fire. What may not be expected is how these devotions to the elements grant spectacular survival capabilities akin to those of the mighty elementals themselves, and the ability to summon many elementals as dangerous allies.
Domain Spells
1st-level Elemental Domain feature
You gain domain spells at the cleric levels listed in the Elemental Domain Spells table. See the Divine Domain class feature for how domain spells work.
Elemental Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | chromatic orb, unseen servant |
| 3rd | dragon's breath, healing spirit |
| 5th | elemental weapon, glyph of warding |
| 7th | conjure minor elemental, elemental bane |
| 9th | conjure elemental, planar binding |
Elemental Attunement
1st-level Elemental Domain feature
When you choose this domain at 1st level, you gain a focus in power in one type of magical elemental damage. When you choose this subclass, choose Acid, Bludgeoning, Cold, Fire, Lightning, Poison, or Thunder. Whenever you cast a spell or cantrip that deals the chosen damage type, you deal 1d4 additional damage of the chosen damage type to one target of the spell or cantrip once on each of your turns. Additionally, you are able to learn one cantrip of your choice based on the damage type you chose, as follows:
Acid: Acid Splash, Primal Savagery
Bludgeoning: Magic Stone, Mold Earth
Cold: Frostbite, Shape Water
Fire: Green-flame Blade, Produce Flame
Lightning: Lightning Lure, Shocking Grasp
Poison: Infestation, Poison Spray
Thunder: Booming Blade, Gust
Channel Divinity: Elemental Rebuttal
2nd-level Elemental Domain feature
You are better able to protect yourself and others against the damage type you chose for your Elemental Attunement. As a bonus action with your holy symbol in your hands, you can grant a number of creatures you can see equal to your Wisdom modifier resistance against the damage type chosen for your Elemental Attunement feature. This resistance lasts for a number of minutes equal to your proficiency bonus.
Signature Spells
6th-level Elemental Domain feature
At 6th level, you reach an understanding of your chosen elements that enables you to cast potent spells of that element that many other clerics cannot. The damage type you chose for your Elemental Attunement feature determines which spell you gain knowledge of, which is then treated as if it were on the Cleric spell list for you.
Acid: Hunger of Hadar
Bludgeoning: Erupting Earth
Cold: Sleet Storm
Fire: Fireball
Lightning: Lightning Bolt
Poison: Stinking Cloud
Thunder: Thunder Step
Additionally, whenever you cast a spell or cantrip that deals your chosen damage type, choose one: add +1 to spell attack rolls or add +1 to your spell save DC for this spell.
Lastly, when you gain additional cleric levels, for each level you gain, you may choose to replace one spell on your cleric spell list with a spell from any spell list that deals the damage type you chose for your Elemental Affinity feature. The spell you replace and the new spell must be of equal spell level, and both must be one spell level lower than the highest spell level you can cast. For example, at 7th level, you are able to choose the 3rd-level spell Daylight and replace it on your cleric spell list with the Flame Arrows spell if you've chosen fire damage for your Elemental Affinity. Spells you replace in this way cannot be prepared and are removed from your cleric spell list for all other purposes.
Potent Spellcasting
8th-level Elemental Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Apex of the Elements
17th-level Elemental Domain feature
At 17th level, you are trained in the unique ability to be able to add your favored form of damage to any other form of damaging spells you cast in dramatic fashion. Whenever you cast a spell that deals acid, bludgeoning, cold, fire, lightning, poison, or thunder damage, and a target of that spell is hit by the spell attack roll or fails the spell saving throw, you may add half that spell's damage in the type of damage you chose for your Elemental Attunement feature to those targets. For example, if you chose lightning as your damage type for Elemental Attunement, and you cast the Fire Storm spell, targets who fail their Dexterity saving throw would take 7d10 (35) fire damage, and half as much damage (17) as lightning damage. You may use this feature a number of times equal to your Wisdom modifier (minimum 1) before you must finish a long rest to use it again.
Additionally, you can use your Channel Divinity: Elemental Rebuttal as a reaction on any turn.
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