Cleric: Stone Domain

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Cleric: Stone Domain

Stone Domain Features

Cleric Level Features
1st Domain Spells, Bonus Proficiencies, Immovable Anchor
2nd Channel Divinity: Earthen Shield
6th Stone Plating
8th Divine Strike
17th One with Stone

Stone Domain Spells

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

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Immovable Anchor

Starting at 1st level, as long as your feet are on the ground you can not be physically knocked down, moved or picked up against your will by a creature that is large or smaller. This feature can not be used if you are stunned, paralyzed, petrified, unconscious or incapacitated in any way. Starting att level 11 the size increase to huge.

Channel Divinity: Earthen Shield

Starting at 2nd level, you can use your channel divinity causing earth and stone to circle you or an ally as a shield. As an action, you present your holy symbol giving any creature of your choice within 30 ft that you can see temporary hit points equal to your cleric level + your wisdom modifier. The shielded creature also gains bonus AC equal to your wisdom modifier as long as the temporary hit points persists.

Stone Plating

Starting at 6th level, as a reaction you may encase yourself with a layer of stone reduce any instance of damage you are about to take by 1d8 + your wisdom modifier.
If the damage is reduced to zero, you may shatter the stone plating towards 1 creature within 5 feet of you. The targeted creature must make a dexterity saving throw against your spell save DC or take 1d8 + your wisdom modifier in piercing damage. You can use this feature a number of times equal to your wisdom modifier you regain all charges on a long rest. This dice increases to a d10 at 11th level, and a d12 at 17th level.

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

One With Stone

At 17th level, you are able to freely dive and move through the ground beneath you except for metals as if you were walking normally. You gain a burrowing speed equal to your normal movement speed. Additionally your attunement to stone and soil enables you to feel the world around you through vibrations from the ground, giving you 30 ft of tremor sense.

 

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