Salt Domain
Salt is a fundamental part of rituals that purify, protect, and bless. Although its power weakened significantly after the Spellplague threw the elemental planes into chaos, its power has been slowly returning with the Great Wheel. A majority of Salt Domain Clerics worship Gods of the Sea, but the widespread usage of salt in rituals means most Gods can be represented, as long as their power extends to the quasi-elemental plane of salt.
Although they primarily focus on the protective abilities of salt, Salt Domain clerics are often proactive. They aggressively seek opportunities to weaken and drain power from perceived and potential threats.
Salt Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bless, ceremony |
| 3rd | lesser restoration, ray of enfeeblement |
| 5th | magic circle, remove curse |
| 7th | banishment, death ward |
| 9th | greater restoration, hallow |
Bonus Cantrip
When the cleric chooses this domain at 1st level, they gain the salt the wound cantrip.
Salt Well
At 1st level, the cleric can create a small amount of mundane salt at will. During a short or long rest, the cleric may cure meat and purify salt water as if they had cast purify food and drink.
Channel Divinity: Warding Salt
Starting at 2nd level, the cleric can use Channel Divinity to defend and protect against outside influences. As an action, the cleric forms a thin crystalline layer of elemental salt on a single creature they can touch. The creature gains a +1 bonus to their AC, resistance to psychic damage, and advantage on saving throws against charm and fear effects. The purifying and protective quality of the salt lasts for 1 minute, upon which it breaks down into mundane salt.
Channel Divinity: Ring of Salt
Starting at 6th level, the cleric can Channel Divinity to entrap enemies and protect allies. If the cleric has not yet moved, they may use their action and their movement to magically form a ring of elemental salt near them. The ring can be a circle or square of any size, as long as no part of it is further than 15 feet of the cleric when created. The area directly above the ring up to 30 feet is considered to be within the ring's influence.
All other creatures entirely within the ring must succeed on a Charisma saving throw in order to exit the boundaries of the ring. It has advantage on this saving throw if it attempts to exit by magical or interplanal means. On a failure, it is forced back to its last position within the ring. If that position is occupied, it is forced back to the nearest open space within the ring. A creature can only attempt this saving throw once per turn. Creatures within the ring have disadvantage on attack rolls against targets outside the ring.
When the ring is created, the cleric may choose to reverse the direction of the effect. A Charisma saving throw would instead be required to enter the ring and creatures outside the ring who attempt to attack targets within the ring have disadvantage on that attack.
The ring cannot be broken by nonmagical means. The ring's magical effect fades after a minute or until it is broken. The ring can be broken by magically controlled water, earth, or air if the magic controlling it is cast at a level above half of the cleric's level.
Potent Spellcasting
Starting at 8th level, the cleric can add their Wisdom modifier to the damage dealt with any cleric cantrip.
Additionally, they may reduce the monetary cost of their spells by half or up to 50 gp, whichever is greater, replacing those components with ritually prepared salt.
Salt the Earth
Starting at 17th level, the cleric can channel their god's divinity through a quick scattering of salt. The cleric may cast hallow with a casting time of an action and without material components. When cast this way, the duration is 8 hours and the cleric can't cast it with this feature again until they finish a long rest.
Spells
Salt the Wound
Cantrip
- Casting Time: 1 Action
- Range: 30 feet
- Components: S, M (a pinch of salt)
- Duration: Instantaneous
You fling a small shard of salt at a creature within range. The target must make a constitution save or take 1d4 piercing damage as the salt shard violently crystallizes. If the target is at or below half of their maximum hit points, the target suffers additional necrotic damage equal to your spellcasting modifier as the salt desiccates their damaged body.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The additional necrotic damage increases by your spellcasting modifier when you reach 5th level, 11th level, and 17th level.