Domain of Elemental
Gods of the elemental domain rule over the 4 primordial forces that flow through all planes: Air, fire, water, and earth. They may be gods that watch over the Elemental Chaos and its surrounding planes. Others include gods that govern element-oriented aspects of the earth.
Spell Table
Level |
Elemental |
Air |
Earth |
Fire |
Water |
1st |
Absorb Elements |
Zephyr Strike |
Earth Tremor |
Burning Hands |
Create or Destroy Water |
3rd |
Warding Bond |
Gust of Wind |
Spike Growth |
Continual Flame |
Misty Step |
5th |
Glyph of Warding |
Wind Wall |
Erupting Earth |
Fireball |
Tidal Wave |
7th |
Elemental Bane |
Storm Sphere |
Stoneskin |
Wall of Fire |
Control Water |
9th |
Conjure Elemental |
Steel Wind Strike |
Wall of Stone |
Immolation |
Maelstrom |
Bonus Proficiency and Language
When you choose this domain at 1st level, you gain proficiency with martial weapons. Additionally, you can speak, read, and write Primordial.
Elemental Manipulation
Also starting at 1st level, you can exert control over the elements. Choose from air, fire, water, and earth. In addition to the cantrips you already know, you learn Gust if you chose air, Control Flames if you chose fire, Shape Water if you chose water, or Mold Earth if you chose earth. Your chosen element dictates the functionality of the features you unlock in this subclass, as described in each feature. Half of your elemental domain spells are determined by your chosen element, as show in the Elemental Domain Spells table.
Channel Divinity: Primordial Empowerment
Starting at 2nd level, you can imbue your allies with the force of the elements. As an action, you can present your holy symbol and evoke the power of the Elemental Chaos. Choose any creatures within 30 ft. of you. For the next minute, their attacks deal an additional 1d8 damage. The damage type depends on your chosen element: Lightning for air, fire for fire, cold for water, or bludgeoning (which is considered magical for the purposes of overcoming resistances and immunities) for earth.
Force of the Elements
Your spells bristle with primordial power. Starting at 6th level, you can add your Wisdom modifier to damage rolls made with your elemental domain spells. Additionally, you can add half your Wisdom modifier, rounded down, to damage rolls made with your cleric spells.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with elemental 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 damage to the target. The damage type depends on your chosen element: Lightning for air, fire for fire, cold for water, or bludgeoning (which is considered magical for the purposes of overcoming resistances and immunities) for earth. When you reach 14th level, the extra damage increases to 2d8.
Primordial Servants
You can conjure beings from the Elemental Planes to serve your cause. Starting at 17th level, you can cast Conjure Minor Elementals as a 6th level spell once with this feature, without expending components or slots. Once you activate this feature, you cannot use it again until you complete a long rest.