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.
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 |
When you choose this domain at 1st level, you gain proficiency with heavy armor. Additionally, you have advantage on Strength saving throws.
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.
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).
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.
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.
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.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA