This Stone Domain offers clerics a robust set of abilities that reflect the strength, endurance, and protective qualities of The Stone, perfect for those who wish to embody the earth’s unyielding might. The Stone Domain is for clerics who revere the foundational aspects of the earth, drawing power from the bedrock beneath them and the mountains around them. Deities of this domain embody the unyielding strength, stability, and reliability of stone, as well as the creative and destructive forces of the earth.
Domain Spells
1st-level Stone Domain feature
You gain domain spells at the cleric levels listed in the Stone Domain Spells table. See the Divine Domain class feature for how domain spells work.
Stone Domain Spells
Cleric Level | Spells |
1st |
shield, stone blast |
3rd |
spike growth, magic weapon |
5th |
meld into stone, erupting earth |
7th |
stone shape, stoneskin |
9th |
wall of stone, transmute rock |
Bonus Proficiencies
1st-level Stone Domain feature
You gain proficiency with heavy armor and your choice of mason's tools or smith's tools, reflecting your connection to the materials of the earth and your deity’s emphasis on creation and protection.
Stone’s Endurance
1st-level Stone Domain feature
You can focus your divine energy to protect yourself or others. As a reaction when you or a creature within 30 feet of you takes damage, you can grant the target a number of temporary hit points equal to your cleric level + your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Grasp of The Stone
2nd-level Stone Domain feature
You can use your Channel Divinity to invoke the crushing power of The Stone against your foes. As an action, choose a point you can see within 60 feet. For 1 minute, the area in a 20-foot radius centered on that point becomes difficult terrain. Additionally, when a creature enters the affected area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw against your cleric spell save DC or be restrained until the spell ends. A creature can use its action to make a Strength check against your spell save DC, ending the effect on itself on a success.
Blessed Hammer
6th-level Stone Domain feature
You gain the ability to imbue a weapon you touch with the essence of The Stone. The weapon becomes a magic weapon (if it isn’t already) with a +1 bonus to attack and damage rolls. This effect lasts for 1 hour or until you use this feature again. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
8th-level Stone Domain feature
You gain the ability to infuse your weapon strikes with the destructive force of The Stone. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of The Stone
17th-level Stone Domain feature
You can assume the form of a mighty avatar of The Stone, embodying its unyielding strength and power. As an action, you can transform yourself for 1 minute. While transformed, you gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your melee weapon attacks deal an extra 2d6 thunder damage.
- You can move across difficult terrain made of earth or stone without expending extra movement.
Once you use this feature, you can’t use it again until you finish a long rest.
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