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Earth Domain

The fourth element of the eight spheres, earth. The world resides, and land you walk on shall always be there. The might and resilient of stone is always powerful in the hands of those who know to respect it. For many who journey, their path starts with earth.

Granted Powers

Those who choose this domain receive the following powers:

  • Earth Control: You gain the rock throwing and rock catching universal monster abilities. The range increment of your rock throwing ability is 10 feet per level. The maximum size of an object you can throw is two size categories smaller than you. You may take stones you would be able to use your rock throwing ability on and shrink them down to Fine and keep them on hand, these stones return to normal size when they leave your person. You may keep up to one rock per level on hand using this ability. For the purposes of this ability your slam damage, a tiny rock deals 1d6 points of damage, a small boulder deals 1d8 points of damage, and a medium boulder deals 2d6 points of damage.
    At 8th level, the maximum size of a rock you can throw is one size category smaller than you.
    At 12th level, the maximum size of a rock you can throw is equal to your size category.
  • Tremorsense: At 8th level, you gain tremorsense with a range of 60 feet. At 16th level you also gain all-round vision against all creatures you can detect with your tremorsense.

Domain Spells: 1st—stone fist, 2nd—soften earth and stone, 3rd—stone shape, 4th—tremor, 5th—wall of stone, 6th—earth protection, 7th—elemental body IV (earth only), 8th—earthquake, 9th—clashing rocks

Channel Energy

The channel deals bludgeoning damage and the damage dealt is only half the normal amount and makes ground within the area difficult terrain for one minute. Creatures affected must roll a Fortitude save or be knocked prone, the save DC is equal to your channel energy DC. Flying creatures that fail this save fall to the ground.

Subdomains
  • Agriculture
  • Caves
  • Crystal
  • Metal
  • Petrification