Stone Domain Cleric

Stone Domain Spells

Cleric Level Spells 1st Armour of Agathys, Earth Tremor (EE) 3rd Maximillian's Earth Grasp(EE), Spike Growth 5th Slow, Erupting Eath(EE) 7th Stone skin, Stone Shape 9th Transmute Rock(EE), Wall of Stone

*EE spells can be found in the elemental evil players companion https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf

Bonus Proficiency

When you choose this domain you gain proficiency in heavy armour and the Mould Earth(EE) and Magic Stone(EE) cantrips are added to your list of avalible cantrips to learn.

Body of Stone

Also at the first level when you choose this domain your maximum health increases by 1. Additonally everytime you gain a cleric level your maximum health increases by an additional 1 hit point.

Channel Divinity: Stones Endurance

Starting at 2nd level, you can use your channel divinity to harness the power of the earth, causing nearby stones and dirt to swirl around your allies protecting them. As an action, you present your holy symbol, you, and each ally within 30 feet gain temporary hit points equal to your cleirc level+your wisdom modifier.

Shield of the Earth

Starting at the 6th level, when an ally within 30ft is targeted by a ranged weapon or spell attack, you can use your reaction to attempt to stop it by creating a barrier of earth and stone. Roll d6 + your cleric level, reduce the damage of the ranged or spell attack by this amount, if this equals or higher than the damage the projectile or spell is stopped completely. The barrier appears 5 feet infront of the ally to intercept, the barrier crumbles after it has stopped the projectile. You can use this feature a number of times equal to your wisdom modifier you regain all charges on a long rest. This dice increases to a d8 at 11th level, and a d10 at 17th level.

Divine Strike

At the 8th level, you gain the ability to infuse your weapon with diving energy. You can cause an attack to do an extra 1d8 force damage to the target. When you reach 14th level this damage increases to 2d8.

Pillars of Wrath

At the 17th level, you gain the ability to summon pillars of stone. As an action you can present your holy symbol to assault your enemies. Up to 5 enemies within 60 feet have the ground raise beneath them as they are lifted into the air. They must make a dexterity saving throw, on a sucess they take half damage, on a fail they take 3d6 bludgeoning damage and are lifted 60 feet into the air on giant pillars of stone, these pillars are 5 x 5 x 60 feet. Theese pillars rise until they reach 60 feet or collide with terrain, eg; a ceiling. If they collide with terrain, and there is a creature atop them the creature must make another dexterity saving throw. On a sucess they fall to the ground and take another 6d6 bludgeoning damage (from the fall) on a fail they are crushed between the pillar and the terrain, taking an aditional 12d6 bludgeoing damage. You can use a bonus action to crumble one of your pillars, causing a creature to fall and take 6d6 blugeoning damage from the fall (falling damage can be avoided through spells like Feather Fall). You must finished a long rest untill you can use this ability again.