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Meridian Adventures: The Dragonwick Campaign
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<blockquote data-quote="Rhineglade" data-source="post: 6833075" data-attributes="member: 6801931"><p><strong>EARTH DOMAIN</strong></p><p></p><p>The Earth Domain focuses on the aspect of Elemental Earth and its strength and support. The earth has blessed us and given us life. It supports us and gives balance. The earth is the very foundation of existence and forms the surface upon which we all live. It is both Father and Mother. The earth grants us life, supports us as we grow in wisdom and even punishes us when we offend its blessings. Be like the earth. Be like the rock and stone. Be firm in your resolve. Be unyielding to that which may lead you astray.</p><p></p><p><strong>Earth Domain Spells</strong></p><p></p><p><strong>Cleric Level Spells</strong></p><p>1st <em>absorb elements*, earth tremor*</em></p><p>3rd <em>dust devil*, earthbind*</em></p><p>5th <em>erupting earth*, wall of sand*</em></p><p>7th <em>conjure minor elemental (earth only), stone shape</em></p><p>9th <em>conjure elemental (earth only), wall of stone</em></p><p></p><p>* indicates a spell from Princes of the Apocalypse</p><p></p><p><strong>Bonus Proficiency</strong></p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p><p></p><p><strong>Mastery of the Earth</strong></p><p>At 1st level, you gain the protection of the earth against your enemies. When an enemy that you can see hits you with an attack, use your reaction to activate a temporary defense similar to the stoneskin spell. You gain resistance to slashing, bludgeoning and piercing damage until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. You also gain the ability to speak, read and write Terran, the language of Elemental Earth.</p><p></p><p><strong>Channel Divinity: Stone Spikes</strong></p><p>Starting at 2nd level, you can use your Channel Divinity to cause the very stone beneath you to rise up and harm your enemies. When you use your action and present your holy symbol, your can create an area on the ground with a 20-foot radius anywhere you choose within 120 feet. The radius of effect will be covered with sharp stoney spikes that become difficult terrain for 1 minute. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the effect is evoked must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before avoiding it. </p><p></p><p><strong>Sure Footed</strong></p><p>At 6th level, you become so well attuned to the ground upon which you walk that it is difficult to separate you from it or knock you off your feet. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.</p><p></p><p><strong>Divine Strike</strong></p><p>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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p><strong>Earth Glide</strong></p><p>At 17th level, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. You have a movement speed of half your walking speed.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6833075, member: 6801931"] [B]EARTH DOMAIN[/B] The Earth Domain focuses on the aspect of Elemental Earth and its strength and support. The earth has blessed us and given us life. It supports us and gives balance. The earth is the very foundation of existence and forms the surface upon which we all live. It is both Father and Mother. The earth grants us life, supports us as we grow in wisdom and even punishes us when we offend its blessings. Be like the earth. Be like the rock and stone. Be firm in your resolve. Be unyielding to that which may lead you astray. [B]Earth Domain Spells[/B] [B]Cleric Level Spells[/B] 1st [I]absorb elements*, earth tremor*[/I] 3rd [I]dust devil*, earthbind*[/I] 5th [I]erupting earth*, wall of sand*[/I] 7th [I]conjure minor elemental (earth only), stone shape[/I] 9th [I]conjure elemental (earth only), wall of stone[/I] * indicates a spell from Princes of the Apocalypse [B]Bonus Proficiency[/B] When you choose this domain at 1st level, you gain proficiency with heavy armor. [B]Mastery of the Earth[/B] At 1st level, you gain the protection of the earth against your enemies. When an enemy that you can see hits you with an attack, use your reaction to activate a temporary defense similar to the stoneskin spell. You gain resistance to slashing, bludgeoning and piercing damage until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. You also gain the ability to speak, read and write Terran, the language of Elemental Earth. [B]Channel Divinity: Stone Spikes[/B] Starting at 2nd level, you can use your Channel Divinity to cause the very stone beneath you to rise up and harm your enemies. When you use your action and present your holy symbol, your can create an area on the ground with a 20-foot radius anywhere you choose within 120 feet. The radius of effect will be covered with sharp stoney spikes that become difficult terrain for 1 minute. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the effect is evoked must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before avoiding it. [B]Sure Footed[/B] At 6th level, you become so well attuned to the ground upon which you walk that it is difficult to separate you from it or knock you off your feet. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. [B]Divine Strike[/B] 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8. [B]Earth Glide[/B] At 17th level, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. You have a movement speed of half your walking speed. [/QUOTE]
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