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Domain of Earth

Gods of the Earth Domain claim dominion over the land itself and all that lies beneath it. Deities represent the hardiness of stone, and the guarded jewels and secrets that lay beneath the surface. Clerics of the Earth Domain are given expanded control of the ground and offered a glimpse into the secrets that stone keeps so well. These clerics favor simple, muted dressings and prefer to spend their time outdoors. Many worshipers choose to explore barefooted, maximizing their connection with the ground through their rugged and calloused feet. Others venture deep into the untamed under dark, likening their travels there to a pilgrimage.    

Spell Table

Level Spell
1st Earth Tremor, Longstrider
3rd Earthbind, Maximilian's Earthen Grasp
5th Erupting Earth, Wall of Sand
7th Stoneskin, Stone Shape
9th Transmute Rock, Wall of Stone
 

Bonus Cantrips

When you choose this domain at 1st level, you gain the Magic Stone and Mold Earth cantrips if you don’t already know them. These are Cleric spells for you, and don’t count against your number of cantrips known.    

The Stone’s Secrets

Also starting at 1st level, your attunement to earth gives you access to a sixth sense. You may use an Action to touch an area of worked or unworked natural earth or stone. Doing so provides you with an instantaneous burst heightened sense out to 30 feet. Chose on of the flowing options:
  • You immediately know the location and size of any creatures within range who are touching or standing on an area of worked or unworked natural earth or stone, provided the earth or stone you are touching is connected to the area of earth or stone they are touching.
  • You become aware of any fresh tracks within range; if the tracks were made in the last 24 hours you learn of the number of creatures that made them, the size of these creatures, and their direction of travel.
  • You learn the location of all hidden doors within range, provided they are composed of or built into a wall made of worked or unworked natural stone or earth.
  • You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses when you finish a Long Rest.    

    Channel Divinity: Open the Path

    Beginning at 2nd level, earth bends to your divine command. As an Action, you present your holy symbol and expend any number of uses of your Channel Divinity. Doing so causes a passage to appear in a surface made of worked or unworked natural stone or earth that you are currently touching. The passage causes no instability in the surrounding structure. This passage can be up to 5 feet wide, 10 feet tall, and has a depth up to 10 times the number of Channel Divinity usages you expended. The passage lasts for 10 minutes, or until you dismiss it as an Action while you are within 60 feet of it. When the passage disappears, any creatures or objects still within it are safely ejected to an unoccupied space nearest to the surface on which you Channel Divinity.    

    Walker of the Earth

    Starting at 6th level, your affinity with the earth aids in your pilgrimage. You can perfectly recall any path you have walked in the last 30 days and are immune to the Maze Spell.    

    Potent Spellcasting

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

    Child of Earth

    Starting at 17th level, you gain Tremorsense out to 30 feet. Additionally, you may use an action at any time to expend a spell slot of 6th level or higher to gain a burrow speed equal to your walking speed for 1 hour. Burrowing in this way allows you to burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through, and you do not need to breath. You may dismiss this feature at any time as an action.
     


    Created by

    Lord Mcberry.

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    Feat

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