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Matter & Element - Cleric Domain

The Elemental Domain, dedicated to Varoc, the God of Matter & Element, provides clerics the power to command the very elements of Tumna. These clerics are often seen as the bridge between the raw powers of nature and the sentient races of the world. They respect the delicate balance of earth, fire, water, and air and wield them in harmony. Those who follow this domain are usually staunch followers of Varocism or deeply respect the teachings of Angshire Spirits.  

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and the smith's tools.  

Domain Spells

1st Level
Earth Tremor, Burning Hands
2nd Level
Gust of Wind, Scorching Ray
3rd Level
Tidal Wave, Erupting Earth
4th Level
Elemental Bane, Wall of Fire
5th Level
Control Winds, Maelstrom  

Harness Element

At 1st level, you can tap into the element around you. As a bonus action, you can choose an element (earth, fire, water, or air). Until the end of your next turn, any spell or attack you make that corresponds to that element has its damage increased by your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Elemental Command

Starting at 2nd level, you can use your Channel Divinity to tap into the heart of the elements, giving you unique abilities depending on the chosen element.  

Command Flame

Fiery Presence
As an action, radiate an aura of flame. Every creature that starts its turn within 10 feet of you or enters the aura for the first time on a turn must make a Dexterity saving throw against your spell save DC or take fire damage equal to half your cleric level (rounded up). This aura lasts for a minute.
Flame's Embrace
Extinguish or ignite non-magical fires within 60 feet of you. When igniting a fire, you can choose to make it a blue flame that sheds bright light in a 10-foot radius and doesn't produce heat or smoke.  

Earth's Grasp

Stone's Might
As an action, your skin becomes rock-hard, granting you a +2 bonus to AC for 1 minute.
Quicksand
Cause a 20-foot square area within 60 feet of you to become difficult terrain for 1 minute. Creatures starting their turn in this area must make a Strength saving throw against your spell save DC or be restrained until the start of their next turn.  

Redirect Flow

Watery Whip
As an action, conjure a whip made of water that you can use to make a melee spell attack against a creature within 15 feet of you. On a hit, the target takes bludgeoning damage equal to your cleric level and must make a Strength saving throw against your spell save DC or be either knocked prone or pulled 10 feet closer to you (your choice).
Riptide
Change the direction of flowing water within 60 feet of you. If this change causes a creature to be caught in the current, it must make a Strength saving throw against your spell save DC or be knocked prone.  

Gust's Whisper

Wind's Grace
Gain a flying speed equal to your walking speed for 1 minute. You must land at the end of this duration or fall.
Tempestuous Push
As an action, create a gust of wind in a 15-foot cone in front of you. Creatures in the area must make a Strength saving throw against your spell save DC or be pushed 15 feet away from you and be knocked prone.  

Elemental Ward

At 6th level, as a reaction when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can grant resistance to that damage type until the start of your next turn.  

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Master of Elements

Starting at 17th level, when you roll damage for a spell that deals acid, cold, fire, lightning, or thunder damage, you can treat any 1 on a damage die as a 2. Additionally, once per long rest, you can change the damage type of a spell to one of the other elemental damage types (acid, cold, fire, lightning, or thunder).

Holy Symbol

Varoc Symbol

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