I'm kind of surprised that 5e doesn't have this as a domain, at least as a supplemental subclass. Here's my take on an Earth domain cleric. This fits well with my own deities like Deepwarden, Moeki, and Jord from my friends' DM Quest series. It can also fit with a god of stone giants, or of the Underworld without being too focused on death.
Earth Domain Spells
Bonus Proficiency
At 1st level, you gain proficiency with heavy armor and martial weapons. You also learn to speak, read, and write Terran.
Wrath of the Earth
Also at 1st level, when a creature on the ground within 5 feet of you that you can see hits you with an attack, you can use your reaction to force the creature to make a Strength saving throw against your spell save DC. On a failed saving throw, the creature takes 2d4 bludgeoning damage, and if it is Large or smaller, it falls prone. On a successful save, a creature takes half as much damage and does not fall prone.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Jaws of Stone
Starting at 2nd level, as an action, you can present your holy symbol and force each hostile creature on the ground within 30 feet of you to make a Dexterity saving throw. On a failed save, the creature is restrained by fissures that erupt open at the creature’s feet. A restrained creature can escape by using its action to make a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. In addition, the ground within 30 feet of you becomes difficult terrain for your enemies until the end of your next turn.
Improved Wrath of Earth
Starting at 6th level, you can also use your Wrath of Earth feature when a creature that you can see within 30 feet of you hits a creature other than you with a melee attack.
Stonewalker
Beginning at 6th level, you ignore difficult terrain on natural stone and rock. In addition, you become rooted to the earth when you stand your ground. If you end your turn and have moved 0 feet on that turn, you gain a +1 bonus to your AC until the start of your next turn. During this time, you cannot be knocked prone or moved against your will.
Divine Strike
At 8th level, 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.
Earthborn
At 17th level, you gain a burrowing speed of 20 feet. You also gain tremorsense out to 60 feet.
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