The Earth Domain embodies the strength, stability, and endurance of stone and soil. Clerics of this domain are guardians of permanence, drawing their divine power from deities of mountains, caverns, creation, and inevitability. They often serve as defenders of sacred sites, builders of civilizations, and protectors of the natural order.
The gods who grant this domain often includes dwarven deities and deities of endurance or patience, but it can also be granted by elemental lords of earth. Their clerics are often stoic and steadfast, revered for their unshakable resolve. Temples devoted to the Earth Domain are usually carved into rock or raised from stone, with sanctuaries built to last ages.
Earth Domain magic emphasizes defense, control of the battlefield, and the manipulation of rock and soil. These clerics are slow to act but unstoppable once in motion, embodying the unyielding nature of the land itself.
Domain Spells
1st-Level Cleric (Earth Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Stone-Blessed
1st-Level Cleric (Earth Domain) Feature
You gain proficiency with heavy armor. Your connection to the earth grants you a natural fortitude; you have Advantage on saving throws against any effect that would knock you
Prone or move you against your will.
Additionally, as a bonus action, you can strike the ground to create a brief tremor. Each creature of your choice within 5 feet of you must succeed on a Strength saving throw or be pushed 5 feet away. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Channel Divinity: Turn Air
2nd-Level Cleric (Earth Domain) Feature
As an action, you present your holy symbol and speak a prayer censuring creatures of Air. Each creature with the
Air Subtype that can see or hear you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns moving as far away from you as possible and cannot willingly move to a space within 30 feet of you. It also cannot take reactions and can use only the Dash action or try to escape an effect that prevents movement. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Rebuke Earth
2nd-Level Cleric (Earth Domain) Feature
As an action, you present your holy symbol and command creatures of Earth. Each creature with the
Earth Subtype that can see or hear you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is rebuked for 1 minute or until it takes damage from you or your allies. A creature whose CR exceeds your cleric level is immune to this effect.
A rebuked creature must follow your direct orders, which you can issue as a bonus action to all rebuked creatures under your control. All rebuked creatures receive the same command. A rebuked creature with an Intelligence score of 6 or higher ends this effect immediately if commanded to perform a suicidal action.
Armor of Stone
6th-Level Cleric (Earth Domain) Feature
You can draw on the land’s endurance to shield yourself. When you take damage that is not Bludgeoning or Thunder damage, you can use your reaction to gain resistance to all damage from that source until the start of your next turn. When you do so, stone briefly covers your body, shedding fragments. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Divine Strike
8th-Level Cleric (Earth Domain) Feature
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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Stone
17th-Level Cleric (Earth Domain) Feature
You become an embodiment of the earth itself. You gain the following benefits:
- You are immune to poison damage and the Poisoned condition.
- While standing on solid ground, you cannot be knocked Prone and you deal an additional 1d8 Bludgeoning damage against any creature standing on the same surface when you hit them with a weapon attack.
- As an action, you can merge with the earth and erupt with unstoppable force. Each creature of your choice within 30 feet must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone; on a success, it takes half damage and is not knocked prone. In addition, the ground in a 30-foot radius becomes difficult terrain for 1 minute as the earth buckles and cracks. You ignore this difficult terrain. Once you use this action, you cannot do so again until you finish a long rest.
Deities of the Earth Domain
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