TEXT: ELEMENTAL CLERIC
  Variant Cleric Class with Elemental Domains
  v1.0
  by miguel angel espinoza
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  Tis work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright [2016] by Miguel Angel Espinoza and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  Tis work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright [2016] by Miguel Angel Espinoza and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  
  2
  Elemental Cleric
  Before the gods there was the Elemental Chaos. 
  And long before the frst cleric was bestowed 
  with divine power, sentient beings have been 
  worshipping the elemental forces from which the 
  world is made. 
  Te cult to the elements is ancient, but also rare 
  and almost forgotten. Only a few know, and keep, 
  the rites and chants used to call upon the forces of 
  the Elemental Planes. And most are passed down 
  only by oral tradition. Tere are no churches or 
  any established organization. Only a handful of 
  followers preserving this ancient tradition. 
  Elemental clerics draw their magical energy 
  and power from one of the four elemental planes:  
  Air, Earth, Fire, or Water.
  Class Features
  Te Elemental Cleric is a variant to the basic 
  Cleric class. Unless otherwise noted, you get all 
  the class features from the original Cleric as 
  presented in the Player’s Handbook.
  Proficiencies
  As presented in the Player’s Handbook, but 
  replace Religion skill for Nature.
  Voice of the Ancients
  At 1st level, you know the ancient tongue of the 
  elemental beings that reside on the Inner Planes. 
  You can speak, read, and write Primordial (An 
  therefore you too know its dialects: Aquan, 
  Auran, Ignan, and Terran )
  Spellcasting
  As a conduit for elemental power, you can cast 
  spells from the Elemental Cleric spell list 
  presented at the end of this document. Other 
  than that, this feature works as presented in the 
  Player’s Handbook.
  Spellcasting Focus
  You must use your corresponding element as 
  your holy symbol. 
  For Earth Clerics any rock or soil will do, but 
  they often prefer some pure mineral, gem or 
  crystal. Fire Clerics use the fame from a torch or 
  candle, or even dying embers. Water Clerics need 
  as little as a few drops of water, and in extreme 
  circumstances their own sweat will do. Air 
  Clerics can use the smallest breeze, and even if 
  the air is completely still they can use their own 
  breath.
  You can use your holy symbol as a spellcasting 
  focus for your elemental cleric spells.
  Elemental Domain
  Te Divine Domain feature is renamed as 
  Elemental Domain. Te four elemental domains 
  available to you are Air, Earth, Fire and Water. 
  Each elemental domain is detailed below. Other 
  than that, this feature works as presented in the 
  Player’s Handbook.
  Elemental Spells
  Te Domain Spells feature is renamed as 
  Elemental Spells. Extra spells are granted at 11th, 
  13th and 15th level. Other than that, this feature 
  works as presented in the Player’s Handbook. 
  Channel Energy
  Te Channel Divinity feature is renamed as 
  Channel Energy. Unless otherwise noted, this 
  feature works as presented in the Player’s Hand-
  book.
  Channel Energy: Turn Elementals
  Tis feature replaces the Turn Undead feature.
  As an action, you present your holy symbol and 
  speak ancient incantations to rebuke elemental 
  creatures. Each elemental being that can see or 
  hear you within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails its 
  saving throw, it is turned for 1 minute or until it 
  takes any damage.
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it 
  can’t willingly move to a space within 30 feet of 
  you. It also can’t take reactions. For its action, it 
  can use only the Dash action or try to escape 
  from an efect that prevents it from moving. If 
  there’s nowhere to move, the creature can use the 
  Dodge action.
  Overpower Elementals
  Tis feature replaces the Destroy Undead feature.
  Starting at 5th level, when a creature fails its 
  saving throw against your Turn Elementals 
  
  3
  feature, you can overpower it if its challenge 
  rating is at or below a certain threshold, as shown 
  in the Overpower Elementals table. 
  If is not from the element you worship, the 
  creature is banished for 1 minute (as in the 
  banishment spell, no concentration required) if it 
  isn’t on its plane of origin.
  If the creature is from the element you worship, 
  you can dominate it for 1 minute (as in the 
  dominate monster spell, no concentration 
  required). Te creature will remain dominated 
  even when taking damage (no new saving throw), 
  unless the damage comes from you or your 
  companions, in which case the domination efect 
  ends immediately. When the minute ends, the 
  creature will remain friendly towards you, unless 
  attacked by you or your companions.
  OVERPOWER ELEMENTALS
  Cleric Level  
  Overpowers Creatures of CR...
   
  5th 
  1/4 or lower
   
  8th 
  1 or lower
   
  11th 
  3 or lower
   
  14th 
  5 or lower
   
  17th 
  6 or lower
   
  20th 
  11 or lower
  Primordial Intervention
  Te Divine Intervention feature is renamed as 
  Primordial Intervention. You call for the inter-
  vention of a powerful being from the elemental 
  plane you worship, instead of a deity. Other than 
  that, this feature works as presented in the 
  Player’s Handbook.
  Elemental Domains
  Elemental Clerics worship one of the four 
  elemental planes: Earth, Air, Fire, or Water. Tey 
  call upon primordial magical energies from those 
  planes, specializing in one element’s magical 
  applications on the prime material plane.
  Air Domain
  For the air elemental clerics the power of air is 
  the power of freedom and change. Te air-clerics 
  are nomads and wanderers. Teir minds shift like 
  the winds, and seldom seem focused on the 
  matter at hand. Tey are joyful and they are 
  tricksters, always taking things lightly. Except 
  when freedom is at jeopardy, as they loath and 
  oppose any kind of oppression, be it physical or 
  spiritual. Tey always fght fercely for their own 
  freedom and for that of others. 
  AIR DOMAIN SPELLS
  Cleric Level 
  Spells
   
  1st 
  feather fall, catapult*
   
  3rd 
  gust of wind, warding wind*
   
  5th 
  ﬂy, wind wall
   
  7th 
  freedom of movement, storm sphere*
   
  9th 
  control winds*, swift quiver
   
  11th 
  investiture of wind*, wind walk
   
  13th 
  etherealness, whirlwind*
   
  15th 
  control weather
   
  17th 
  storm of vengeance
  * This spells can be found in the Elemental Evil Player’s Companion. 
  Bonus Proficiency
  At 1st level you gain profciency with blowguns, 
  hand crossbows and longbows.
  Bonus Cantrips
  When you choose this domain at 1st level, you 
  gain the gust* and thunderclap* cantrips if you 
  don’t have it already.
  Channel Energy: Guided Projectile
  Starting at 2nd level, you can use your Channel 
  Energy to make a ranged attack with supernatu-
  ral accuracy. When you make an attack roll with 
  a ranged weapon, you can use your Channel 
  Energy to gain a +10 bonus to the roll. You make 
  this choice after you see the roll, but before the 
  DM says whether the attack hits or misses.
  Gust Wings
  At 6th level, you can call upon whirling gusts of 
  elemental air to lift you. You can use a bonus 
  action to fy 10 feet without provoking opportu-
  nity attacks.
  Storm Winds
  At 8th level, you gain the ability to infuse your 
  ranged attacks with storm winds. Once on each 
  of your turns when you hit a creature with a 
  ranged weapon attack, you can cause the attack 
  to deal an extra 1d8 lightning or thunder damage 
  (your choice) to the target. When you reach 14th 
  level, the extra damage increases to 2d8.
  
  4
  Airborn
  At 17th level, you have a fying speed of 70 feet. 
  Also, as an action, you can reduce your fying 
  speed to 30 feet for 1 hour and choose a number 
  of creatures within 30 feet of you equal to 3+your 
  Wisdom modifer. Te chosen creatures gain a 
  magical fying speed of 30 feet for 1 hour. Once 
  you reduce your fying speed in this way, you can't 
  do so again until you fnish a short or long rest.
  Earth Domain
  Earth elemental clerics are immovable as the 
  mountains. Tey are frm and tenacious, to the 
  fault of being stubborn. Earth has the power to 
  endure but also to crush, and thus earth-clerics 
  are formidable combatants.
  From earth also comes the cycle of life in 
  nature. Everything that dies returns to the earth, 
  and gives life to another being. Terefore, earth-
  clerics despise all types of undead with physical 
  form, and actively seek to destroy them to return 
  their bodies back to the earth where they can be 
  part again of the big cycle of life.
  EARTH DOMAIN SPELLS
  Cleric Level  
  Spells
   
  1st 
  earth tremor*, goodberry
   
  3rd 
  earthbind*, spike growth
   
  5th 
  erupting earth*, meld into stone
   
  7th 
  stone shape, stoneskin
   
  9th 
  transmute rock*, wall of stone
   
  11th 
  bones of the earth*, investiture of stone*
   
  13th 
  reverse gravity, simulacrum†
   
  15th 
  earthquake
   
  17th 
  imprisonment
  * This spells can be found in the Elemental Evil Player’s Companion. 
  † Simulacrum is made from stone or soil, instead of ice or snow.
  Bonus Proficiency
  At 1st level you gain profciency with heavy 
  armor and bludgeoning weapons.
  Bonus Cantrips
  When you choose this domain at 1st level, you 
  gain the mold earth* and thorn whip* cantrips if 
  you don’t have it already.
  Deep Roots
  Also starting at 1st level, you get advantage on 
  skill checks and saving throws against physical 
  attacks that try to push you or knock you prone 
  (like the shove action, a monk’s Open Hand 
  Technique or a wolf’s bite attack).  
  Channel Energy: Hard as Rock
  Starting at 2nd level, you can use your Channel 
  Energy to make yourself hard as a rock to with-
  stand upcoming harm.
  When you are about to receive damage, you can 
  use your reaction to get resistance to all damage 
  except poison and psychic damage. Also if the 
  attack would knock you prone or push you back 
  instead you stay standing where you are. 
  Fist of the Mountain
  At 6th level, when you deal bludgeoning damage 
  to a Large or smaller creature, you can also push 
  it up to 10 feet away from you.
  Feet of the Mountain
  Also at 6th level, you can use your reaction to 
  ignore any efect that will push you, pull you or 
  knock you prone. (You only ignore the moving 
  efect, if the efect deals any damage, you still 
  receive that damage). 
  Crushing Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with uncanny strength. Once on 
  each of your turns when you hit a creature with a 
  bludgeoning weapon attack, you can cause the 
  attack to deal an extra 1d8 force damage to the 
  target. When you reach 14th level, the extra 
  damage increases to 2d8.
  Endurance
  At 17th level, you gain resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons.
  Fire Domain
  Te most feared of the elemental clerics, most 
  fre-clerics are erratic and destructive as the fre 
  they worship. Tey can be soothing and warm as 
  a candle fame, but if provoked they easily catch 
  fre, erupting in a blaze of chaos and destruction. 
  For them, fre is the only cleanser that can truly 
  remove the sins and evil of the world. 
  Most of them are fanatic zealots, crazed by the 
  power of the fames they wield and worship. 
  Tese fre-clerics have their own moral code, 
  
  5
  depending of each personal background and 
  upbringing. And they will enforce it even if it 
  means being consummed by their own fre.
  A few others have managed to found peace and 
  equilibrium, understanding the creative and 
  beautiful aspect of fre, in balance with its 
  destructive power.
  FIRE DOMAIN SPELLS
  Cleric Level  
  Spells
   
  1st 
  burning hands, searing strike
   
  3rd 
  ﬂaming sphere, heat metal
   
  5th 
  ﬁreball, Melf’s minute meteors*
   
  7th 
  ﬁre shield, wall of ﬁre
   
  9th 
  ﬂame strike, immolation*
   
  11th 
  investiture of ﬂame*, sunbeam
   
  13th 
  delayed blast ﬁreball, ﬁrestorm
   
  15th 
  incendiary cloud
   
  17th 
  meteor swarm
  *This spells can be found in the Elemental Evil Player’s Companion. 
  Bonus Proficiency
  At 1st level you gain profciency with scimitars 
  and shortswords.
  Bonus Cantrips
  When you choose this domain at 1st level, you 
  gain the create bonfre* and control fames* 
  cantrips if you don’t have them already.
  Channel Energy: Burning Wrath
  Starting at 2nd level, you can use your Channel 
  Energy to wield the power of the fre plane with 
  unchecked ferocity. 
  When you roll fre or radiant damage, you can 
  use your Channel Energy to deal maximum 
  damage, instead of rolling.
  Blazing Heart
  At 6th level, you gain resistance to fre damage. 
  Whenever you cast a spell other than a cantrip 
  that deals fre or radiant damage, a fery aura 
  surrounds you. In addition to the spell’s efects, 
  creatures of your choice within 10 feet of you 
  take fre damage equal to half your cleric level.    
  Fiery Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with fre 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 fre damage to the target. When you reach 
  14th level, the extra damage increases to 2d8.
  Corona of Fire
  Starting at 17th level, you can use your action to 
  activate an aura of fre that lasts for 1 minute or 
  until you dismiss it using another action. You 
  emit bright light in a 60-foot radius and dim light 
  30 feet beyond that. Your enemies in the bright 
  light have disadvantage on saving throws against 
  any spell that deals fre or radiant damage.
  Water Domain
  Water is the element of life. Water-clerics are 
  healers and preservers, they aid and care for any 
  living creature in need. But never underestimate 
  them, if need be they can also harness the 
  destructive power of water in all its forms. 
  Specially against those that corrupt and harm the 
  land and their ecosystems.
  Most water-clerics thrive in coastlines and river 
  shores. And they prefer to stay near any major 
  body of water. Some can be found next to a lake, 
  acting as its guardian. However, a few know how 
  harsh the life in the dessert can be and how 
  desperately water is needed in those regions, so 
  they venture to this lands to lend a hand and 
  comfort those who need them must.
  WATER DOMAIN SPELLS
  Cleric Level  
  Spells
   
  1st 
  create/destroy water, ice knife*
   
  3rd 
  misty step, Snilloc’s snowball swarm
   
  5th 
  tidal wave*, water breathing
   
  7th 
  control water, ice storm
   
  9th 
  cone of cold, maelstrom*
   
  11th 
  investiture of ice*, wall of ice
   
  13th 
  regenerate, resurrection
   
  15th 
  tsunami
   
  17th 
  mass heal
  *This spells can be found in the Elemental Evil Player’s Companion.
  Natural Swimmer
  At 1st level, you gain advantage on Strength 
  (Athletics) checks you make to swim, and if you 
  are not profcient with the skill, you can still add 
  your profciency bonus. Also, swimming does not 
  cost you extra feet of movement.
  
  6
  Bonus Cantrip
  When you choose this domain at 1st level, you 
  gain the frostbite* and shape water* cantrips if 
  you don’t have them already.
  Channel Energy: Healing Draft
  Starting at 2nd level, you can use your Channel 
  Energy to bless a small amount of water to infuse 
  it with healing powers.
  As a bonus action, you touch a small container 
  flled with water and infuse it with healing 
  energy. A creature drinking the water regains a 
  number of hit points equal to fve times your 
  cleric level. Te healing properties of the water 
  last until your next turn.
  Damp Skin
  At 6th level, your connection to the elemental 
  plane keeps your skin constantly damped. 
  You have resistance to acid damage and advan-
  tage on saving throws versus fre damage. 
  Also, since you are constantly hydrated, you only 
  have to drink daily half the amount of water a 
  regular person needs. And you have advantage on 
  Constitution saving throws against dehydration. 
  Waterbreathing
  Also at 6th level, you can breathe water as well as air.
  Gift of the Water Lords
  At 8th level, you gain one extra Channel Energy 
  use between rests. When you fnish a short or 
  long rest, you regain this extra use.
  Elixir of Life
  Also at 8th level, you can use your Healing Draft 
  feature to infuse the water with the efects of a 
  revivify spell, instead of healing powers. 
  Supreme Healing
  Starting at 17th level, when you would normally 
  roll one or more dice to restore hit points with a 
  spell, you instead use the highest number possible 
  for each die. For example, instead of restoring 2d6 
  hit points to a creature, you restore 12.
  
  7
  Elemental Cleric Spells
  CANTRIPS (O LEVEL)
  Guidance (divination)
  Light (evocation)
  Mending (transmutation)
  Resistance (abjuration) 
  Spare the Dying (necromancy)
  1ST LEVEL
  Bane (enchantment)
  Bless (enchantment)
  Command (enchantment)
  Cure Wounds (evocation)
  Detect Evil and Good (divination)
  Detect Magic* (divination)
  Detect Poison and Disease* (divination) 
  Guiding Bolt (evocation)
  Healing Word (evocation)
  Inﬂict Wounds (necromancy)
  Protection from Evil and Good (abjuration)
  Purify Food and Drink* (transmutation)
  Sanctuary (abjuration)
  Shield of Faith (abjuration)
  2ND LEVEL
  Aid (abjuration)
  Augury* (divination) 
  Blindness/Deafness (necromancy) 
  Calm Emotions (enchantment) 
  Continual Flame (evocation) 
  Enhance Ability (transmutation) 
  Find Traps (divination)
  Gentle Repose* (necromancy) 
  Hold Person (enchantment)
  Lesser Restoration (abjuration) 
  Locate Object (divination)
  Prayer of Healing (evocation) 
  Protection from Poison (abjuration) 
  Silence* (illusion)
  Spiritual Weapon (evocation) 
  Warding Bond (abjuration)
  Zone of Truth (enchantment)
  3RD LEVEL
  Beacon of Hope (abjuration)
  Bestow Curse (necromancy) 
  Clairvoyance (divination)
  Create Food and Water (conjuration) 
  Daylight (evocation)
  Dispel Magic (abjuration)
  Feign Death* (necromancy)
  Glyph of Warding (abjuration) 
  Magic Circle (abjuration)
  Mass Healing Word (evocation) 
  Sending (evocation)
  Speak with Dead (necromancy) 
  Spirit Guardians (conjuration) 
  Tongues (divination)
  Water Walk* (transmutation)
  4TH LEVEL
  Banishment (abjuration)
  Conjure Minor Elementals** (conjuration)
  Death Ward (abjuration) 
  Divination* (divination)
  Guardian of Faith (conjuration)
  Locate Creature (divination) 
  5TH LEVEL
  Commune* (divination) 
  Conjure Elemental** (conjuration)
  Contagion (necromancy)
  Dispel Evil and Good (abjuration) 
  Geas (enchantment)
  Greater Restoration (abjuration)
  Hallow (evocation)
  Insect Plague (conjuration) 
  Legend Lore (divination)
  Mass Cure Wounds (evocation) 
  Planar Binding (abjuration)
  Scrying (divination)
  6TH LEVEL
  Blade Barrier (evocation) 
  Find the Path (divination) 
  Forbiddance* (abjuration) 
  Harm (necromancy)
  Heal (evocation)
  Heroes’ Feast (conjuration) 
  Planar Ally** (conjuration)
  True Seeing (divination) 
  Word of Recall (conjuration)
  7TH LEVEL
  Divine Word (evocation) 
  Plane Shift (conjuration) 
  Symbol (abjuration)
  8TH LEVEL
  Antimagic Field (abjuration)
  Antipathy/Sympathy (enchantment)
  Holy Aura (abjuration)
  9TH LEVEL
  Astral Projection (necromancy) 
  Foresight (Divination)
  Gate (conjuration)
  *This spell has the ritual tag.
  ** Unless you gain this spell from another source, you can only conjure 
  creatures that match your element with it.
  
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