Cleric Domains: Water, Earth, Fire, Air

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Water Domain

Description of the water domain.

Water Domain Spells
Cleric Level Spells
1st Create or Destroy Water, Ice Knife
3rd Healing Spirit, Lesser Restoration
5th Water Breathing, Tidal Wave
7th Control Water, Watery Sphere
9th Maelstrom, Greater Restoration

Water Touched

At 1st level, you learn the shape water cantrip. You can also breath underwater and you gain a swimming speed equal to your walking speed.

Channel Divinity: Surging Wave

Starting at 2nd level, you can use your Channel Divinity to conjure a wave of magical water that heals your allies and sweeps away your enemies.

As an action, you present your holy symbol and evoke a magical wave that extends from you. You can restore a number of hit points equal to three times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature has no effect on an undead or a construct. Enemies within 30 feet of you must succeed on a Strength saving throw or be pushed 15 feet away from you.

Ebb and Flow

Starting at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Potent Spellcasting

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

Healing Master

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12 hit points.

Earth Domain

Description of the earth domain.

Earth Domain Spells
Cleric Level Spells
1st Earth Tremor, Sanctuary
3rd Maximillian's Earthen Grasp, Spike Growth
5th Erupting Earth, Meld into Stone
7th Stone Shape, Stoneskin
9th Transmute Rock, Wall of Stone

Earth Touched

At 1st level, you learn the mold earth cantrip. You also gain proficiency with martial weapons and heavy armor.

See with your Feet

Also at 1st level, you can see using the earth's vibrations. As a bonus action you gain tremorsense with a range of 60 feet for 10 minutes.

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: Earth Shield

Starting at 2nd level, you can use your Channel Divinity to protect yourself and nearby allies.

As an action, you strike the ground, and a shimmering shield rises to protect you and any creatures you choose within 30 feet of you that is touching the ground . The shield last for 1 minute and grants temporary hit points equal to 3d6 plus half your cleric level (rounded down) to the creatures its protecting.

Steady as a Rock

At 6th level you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or force you to move against your will. Also, while wearing heavy armor you gain a +1 bonus to AC.

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 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.

Rock Solid

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Fire Domain

Description of fire the domain.

Fire Domain Spells
Cleric Level Spells
1st Burning Hands, Searing Smite
3rd Flame Blade, Scorching Ray
5th Fireball, Blinding Smite
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Fire Touched

At 1st level, you learn the control flame cantrip. You also gain proficiency with martial weapons and heavy armor.

Fire Vengeance

Also at 1st level, you can answer attackers with fiery fury. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire or radiant damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of fire with unchecked ferocity.

When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Blessing of the Flame

At 6th level you gain resistance to fire damage. Moreover, if you spend at least 10 minutes next to a campfire or an open flame you gain advantage on your next ability check.

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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Fire Soul

At 17th level you gain immunity to fire damage. When you deal fire or radiant damage with a spell, a nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Air Domain

Description of air the domain.

Air Domain Spells
Cleric Level Spells
1st Feather Fall, Zephyr Strike
3rd Gust of Wind, Warding Wind
5th Fly, Wind Wall
7th Freedom of Movement, Storm Sphere
9th Control Winds, Steel Wind Strike

Air Touched

At 1st level, you learn the gust cantrip.

Warding Wind

Also at 1st level, you can interpose a blast of wind between yourself and incoming projectiles. When you are attacked by a ranged attack that you can see, you can use your reaction to impose disadvantage on the attack roll, causing the wind to change its trajectory before it hits or misses.

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: One with the Wind

Starting at 2nd level, you can use your Channel Divinity to dart across the battlefield, leaving behind protective swirls.

As an action, you can move up to twice your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can give it a +2 bonus to AC. The bonus last until the end of its next turn. A creature can receive this bonus only once whenever you take this action.

Improved Warding Wind

Starting at 6th level, you can also use your Warding Wind feature when a creature within 30 feet of you is attacked by a ranged attack that you can see.

Potent Spellcasting

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

Airborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

 

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