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Cleric: Stone Domain

The Stone Domain cleric is a subclass exclusively available to Dwarf Player Characters. These clerics draw their powers from Thakan, the patron deity of the Dwarfish people and call upon the spirits of the stone that they once were born of to support them.

In Dwarfish society, Stone Domain clerics play an important role in quickly carving out the vast tunnels that make up Dwarf Holds, divining the location of important ores, and supporting their clans in battle. Their connection to the earth and its spirits allows them to manipulate the terrain, creating barriers and unleashing powerful earth-based spells to protect themselves and their allies.
 

Stone Domain Spells

LevelSpells
1st Catapult, Earth Tremor
3rd Earthbind, Maximillian's Earthen Grasp
5th Erupting Earth, Wall of Sand
7th Stone Shape, Stoneskin
9th Transmute Rock, Wall of Stone

1st level - Bonus Proficiencies

You become proficient in Heavy Armor if you are not already.  

1st Level - Grounding

As a reaction to a creature that is not flying or swimming within 30ft of you (including yourself) taking damage from an attack, you may expend a spell slot to cast Absorb Elements on them. Absorb Elements cast this way can be used against any type of damage except for Psychic. You may also use this ability to cast Absorb Elements at first level without expending a spell slot a number of times equal to half of your Wisdom modifier (rounded up).

2nd Level - Channel Divinity: Roiling Earth

You can use your Channel Divinity to awaken the angry earth spirits, eager to take their revenge against the enemies of Dwarfkind.
As an action, you present your holy symbol or smash a hammer into the ground. All creatures within a 15ft radius or a 30ft cone (your choice) must make a Strength saving throw or else take magical Bludgeoning damage equal to 5 + your Cleric level and be knocked prone. Creatures who succeed take half of the damage and are not knocked prone. Objects within this area of effect take double damage.

6th Level - Improved Grounding

When you use a spell slot at or above 2nd level to use your Grounding ability, the affected creature also receives an extra 1d8 temporary hit points + another 1d8 for every level above 2nd level used for the ability.

8th Level - Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of the Earth Spirits. 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.

17th Level - Soul of Stone

You gain a Burrowing Speed equal to your walking speed. With this Burrowing Speed, you can move through solid stone or even metal, as well as loose materials like sand, dirt, or gravel. The material you pass through remains totally undisturbed. Additionally, you become immune to the Petrified condition.

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