Subclasses

Earth Domain

Cleric subclass

The gods of the Earth domain command the enduring elements of stone, soil, and mineral, wielding power over mountains, fertile fields, precious gems, and the vast network of caverns that lie below. Their influence touches both the grand scale of mountain ranges and the modest plots where farmers till the soil to feed their communities. Clerics who channel these powers carry with them the steadfast strength of stone and earth, serving as protectors who use their gifts to shield others while maintaining the deep connection between mortal civilizations and the ground beneath their feet.

Earth Domain Spells

Cleric
Spell

Spells
1st entangle, heroism
3rd acid arrow, shatter
5th meld into stone, plant growth
7th conjure minor elementals (earth only), stoneskin
9th conjure elemental (earth only), wall of stone

Strength of the Mountain

When you choose this domain at 1st level, you gain proficiency with heavy armor. Additionally, you have advantage on Strength saving throws.

Endurance of Stone

Also starting at 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Channel Divinity: Shelter of the Land

Starting at 2nd level, you can use your Channel Divinity to shield your allies against harm.

As an action, you present your holy symbol and lay a protective blessing upon your allies that radiates outward from you. For 1 minute, whenever a creature other than you that is within 60 feet of you and that you can see takes bludgeoning, piercing, or slashing damage, you can choose to reduce that damage by an amount equal to your Wisdom modifier (minimum of 1).

Potency of the Soil

Beginning at 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, if that spell causes the target to regain hit points, you can choose for a different creature in range to also regain the same number of hit points.

Divine Strike

At 8th level, 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Foundations of the Deep Earth

Starting at 17th level, you become immune to petrification and, if you are not incapacitated, you cannot be moved against your will.

The Book of the Righteous. Green Ronin Publishing, 2017.