Many peoples and cultures believe that from the earth we came into this world, and to the earth we shall all return. The Stone Domain focuses on the resilience and constancy of mountains and clerics draw their wisdom from timeless rock and stone. Dwarves and gnomes are especially drawn to the earth, but any who work with stone can feel their connection to it.
|Stone Domain Spells|
|3rd||protection from poison, shatter|
|5th||meld into stone, stone shape|
|7th||conjure minor elemental (earth), stoneskin|
|9th||commune with nature, wall of stone|
At 1st level, you gain proficiency with heavy armor.
Also at 1st level, you can make yourself as hard as stone. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to have resistance to nonmagical bludgeoning, piercing, and slashing damage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Stone Sight
Starting at 2nd level, you can use your Channel Divinity to see through the earth as clear as crystal.
As an action, you press your hand against a wall, floor, or object and you can see through 30 feet of earth, stone, and sand. Any illumination or darkness in the area beyond affects your sight normally.
Weight of Stone
Starting at 6th level, your strikes carry with it the power of falling earth. Once on each of your turns when you hit a Large or smaller creature with a melee weapon attack, you can also push it up to 10 feet away from you.
Channel Divinity: Earth Glide
At 8th level, you can pass through stone as easily as water. As an action, can move through 30 feet of earth, stone, and sand. You are blinded and deafened while doing so, but have an inherent sense of direction and are aware of the closest open spaces are within 30 feet.
At 17th level, you can choose to give yourself the petrified condition when you sleep. This effect ends when you awaken or take damage.