Earth in Verum | World Anvil

Earth

Earth

A silent watcher, gazing, and patient, one day, a mountain will be created from this patience.  

Deities

Ezokhine, The Seven  

Domain Spell

At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Earth Tremor, Santuary
3rd - Silence, Dust Devil
5th - Erupting Earth, Leomund's Tiny Hut
7th - Stone Shape, Stoneskin
9th - Wall of Stone, Transmute Rock
 

Bonus Proficiency and Cantrip

When you choose this domain at first level, you gain proficiency in Heavy Armor, and the Insight or perception skill. You gain the Mold Earth cantrip if you don’t already know it and can cast it as a cleric cantrip.  

Earthen Watcher

At 1st level, as an action, you can see though the an area that is affected by the mold earth cantrip as if you were in it’s space. You have a total pool of minutes that is equal 10 times your wisdom modifier that you can look through the molded earth with. Ending this effect early always uses 10 minutes or more, whichever is higher. You are blinded while looking through the stone this way. You can only look though one affected area of mold earth at a time. You can end this effect as a bonus action. If a creature touches the affected area, this effect ends early.  

Divine Domain Feature

At 2nd level, you gain the following feature from your Divine Domain.  

Channel Divinity: Stone's Protection

Starting at 2nd level you can Reinforce yourself and your allies with stone.   As an action, you can use your Channel Divinity to give you and up to 6 allies 2d6 + your cleric level in temporary health points until you take a short or long rest.  

Divine Domain Feature

At 6th level, you gain the following feature from your Divine Domain.  

Battered and Broken

Starting at 6th level, Whenever you or an ally within 30ft of you takes Bludgeoning, Piercing, or Slashing damage, you can use your reaction to grant resistance to that instance of damage.  

Divine Domain Feature

At 8th level, you gain a feature from your Divine Domain.  

Divine Strike

You have withstood blow after blow, now you can rebel against the endless winds and rivers that wear you down. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Divine Domain Feature

At 17th level, you gain the following feature from your Divine Domain.  

Protector of the Helpless

Starting at 17th level, if any ally within 60ft of you that you can see is either Blinded, Charmed, Frightened, Incapacitated, Paralyzed, Petrified, Restrained, Stunned, or Unconscious and takes damage, you can use your reaction to take that damage, instead of that creature taking it. Until the end of your next turn, as an action you can end one of the above listed conditions affecting the creature. If you use this effect on a creature with 0hp, as part of this action, you can also cast a spell that restores hit points.

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