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Seismic Domain

Seismic Domain Spells

Cleric Level Spells
1st earth tremor, fog cloud
3rd aganazzar's scorcher, maximilian's earthen grasp
5th erupting earth, meld into stone
7th freedom of movement, stone shape
9th chasm, flame strike

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor and martial weapons.

Shifting Earth

Also at 1st level, you can cause the ground to move with just a thought. When you deal damage to a creature within 5 feet of you that is touching the ground, you can force the creature to make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet in a horizontal direction of you choice as the ground shifts beneath it.   You can use this ability 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: Seismic Eruption

Starting at 2nd level, you can use your Channel Divinity to create seismic tremors to erupt magma from the earth. As an action, you press your holy symbol to the ground. Each creature in a 30 foot cone originating from you must make a Dexterity saving throw. A creature that fails its save takes fire damage equal to 1d6 + your cleric level and is knocked prone. A creature that succeeds its save takes half damage and is not knocked pone. Any area of ground within the cone also becomes difficult terrain for the next minute.

Tremorsense

Beginning at 6th level, while you are conscious, you have tremorsense within a 15 foot radius around you. You can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. This can't be used to detect flying or incorporeal creatures.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the force of earth. 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 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Quake

Starting at 17th level, you can use your action to create earthquakes through the ground in a 20 foot radius around you that last for 1 minute and moves with you. Hostile creatures within this area have disadvantage on Strength, Dexterity, and Constitution saving throws. Once you use this ability, you can't use it again until you finish a long rest.

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