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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