Elemental domain

by megatron841

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Elemental Domain

The planes are composed of a few primordial elements such as: fire, earth, air, and water. Clerics who take this path worship deities of these planes which allows them to tape into the primordial elements of creation. These clerics share a bond with elementals and learn to respect their power of raw natural element. The Elder Elementals are most highly revered to these clerics. Clerics of this nature tend to share space with druids and nature clerics.

Abilities
Level Ability
1st Domain spells, Primal knowledge
2nd Channel divinity, Elemental alignment
6th Elemental attunement
8th Divine strike
17th Primal summoner

Elemental Domain Spells

You gain access to these spells upon taking the Elemental domain.

Level Spells
1st Absorb Elements, Chromaitc orb
3rd Fireball, Elemental weapon
5th Cone of Cold, Conjure Elemental
7th Whirlwind, Plane shift
9th Prismatic Wall, Storm of vengeance

Channel Divinity

Elemental charge: As an action, you can speak a series of words to bless a melee weapon. This blessing lasts for 1 hour, during this time you choose from one of the following damage types: Cold, Fire, Bludgeoning, Lighting, Thunder, Acid, or Poison. The weapon deals an extra 1d6 damage of the selected type. At 5th level this expand to 2d6, at 10th level this expands to 3d6, at 18th level it expands to 4d6

One with the Elements: You can spend you channel divinity to cast Absorb elements, at first level, as a reaction. When you do this you gain temporary hit points equal to 5 + your Cleric level, these temp. hit points can be used against the triggering damage.

Primal knowledge

at 1st level, You learn the primordial language and all its dialects (Aquan, Terran, Etc.). Additionally, you learn two cantrips, and 1 first level spell off the druid spell list.

Elemental alignment

Starting at 2nd level, you can align yourself with particular plain or deity to gain its power. Note this selection is permanent, nor does this affect future selections.

Plain Ability
Fire When casting a spell that deals fire damage, that spell deals an extra dice of its type (I.E. Fireball + 1 extra d6) in fire damage.
Water Once per long rest you can liquify your body, when you do this you become indistinguishable from water, if there is any around you, additionally you can move though spaced 1 creature size smaller than yourself for the duration. This effect last for 10 minutes or until you dismiss it.
Earth You gain a permanent +2 to your Armor Class
Air When you hit a creature with an attack, the target must also succeed a Str save, on a success nothing happens, on a failure they are pushed back 15ft.

Elmental attunement

Starting at 6th level, you can attune with particular plain or deity to gain its power. Note this selection is permanent, nor does this affect future selections.

Plain Ability
Fire You gain fire resistance, additionally when you take fire damage half the damage taken, you then gain that amount back in temporary hit points.
Water You can breath underwater, Also you gain a swim speed equal to double your walking speed.
Earth As an action, once per long rest, you can touch the ground. when you do this, in a 10ft circle centered on you becomes rough terrain. all creatures must succeed a Dex saving throw or get knocked prone and take 2d6 bludgeoning damage, on a success they only take the damage. The damage and radius expands to 3d6, and 30ft at 13th level.
Air As an action, once per long rest, you can causes yourself, a companion, or an object under 300 ibs to levitate to a hight of 15ft. You must keep concentration or the target will fall. you can move the target as a bonus action. this effect will only last for 10 minutes

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 cold, fire, acid, or thunder damage (roll a d4 with the following table to determine your damage type) to the target. When you reach 14th level, the extra damage increases to 2d8.

d4 Damage type
1 Fire
2 Cold
3 Acid
4 Thunder

Primal summoner

Starting at 17th level, you can summon the prime forces of elemental power. Choose an area of air, earth, fire, or water, the elemental takes the form of where it originated from, (EX. a fire elemental would come from a bonfire) as an action you can spend the next 3 turns to summon an elemental of CR 15 or less, it must have the elemental typing (examples include: Doa, Azer, and Smoke mephit). If you should take damage, you must restart the process. After doing so you cannot use this ability again for 7 days. The elemental will appear in an unoccupied space large enough for itself, if it does not fit it will not appear, instead a smaller one of the DM's choice will. The CR of this ability raises to CR 22 at 20th level.

The elemental is friendly to you and your companions for the duration, however, it will not grant wishes, boons or anything similar. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. this elemental will disappear after 1 hour, or when it is reduced to 0 hit points. should you lose concentration on this, the elemental will become wild, potentially turning hostile to you, and your companions.

The DM has the elemental's statistics.

 

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