Elemental Domain (5e Subclass)
Elemental Domain[edit]
Cleric Subclass
Clerics of the Elemental Domain wield the raw forces of nature, channeling the primal fury of the elements in service of their faith. Whether devoted to gods of storms, fire, or destruction, these clerics bend fire, ice, lightning, and earth to their will, striking down foes with the chaotic might of the natural world.
Blessed with an affinity for elemental magic, these clerics adapt their spells to fit any situation, shifting their destructive energies at will. As they grow in power, their mastery over the elements becomes overwhelming, allowing them to unleash devastating storms of raw magical force that break through enemy defenses and reduce the battlefield to ruins.
Cleric Level | Spells |
---|---|
1st | absorb elements, chromatic orb |
3rd | acid arrow, scorching ray |
5th | fireball, thunder step |
7th | storm sphere, summon elemental |
9th | destructive wave, cone of cold |
- Extra Language
You can speak, read, and write Primordial.
- Bonus Cantrip
When you choose this domain at 1st level, you learn one cantrip that deals acid, cold, fire, lightning, or thunder damage.
- Unleash Elements
Also at 1st level, when you cast a levelled cleric spell that deals acid, cold, fire, lightning, or thunder damage, you can change the damage type of the spell from one of your choice on that list
- Channel Divinity
- Elemental Overload
Starting at 2nd level, you can expend a use of your Channel Divinity to increase the potency of your elemental spell. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you deal additional damage equal to half of the damage you roll rounded up.
- Unbound Elements
Starting at 6th level, your Unleash Elements feature now applies to cantrips.
- Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Elemental Chaos
Starting at 17th level, you can use your action to exude a 30-foot aura of elemental chaos around you that lasts for 1 minute. Spells that deal acid, cold, fire, lightning, or thunder damage ignore the resistances of hostile creatures within your aura.
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