Earth Domain

“Stone does not hurry, yet it endures. Listen well, and you shall hear it speak.”
High Mason Tervak of the Quiet Deep

Clerics of the Earth Domain are anchors in a shifting world. They draw power from the enduring strength of stone, soil, and mountain. Their prayers are answered in rumbling tremors and protective bulwarks, embodying patience, resilience, and unshakable purpose. Whether serving a deity of nature, forge, or fate, these clerics wield the elemental power of the world itself—unyielding, ancient, and ever-present.

Domain Spells

You gain domain spells at the cleric levels listed in the Earth Domain Spells table. These spells are always prepared and don’t count against the number of spells you can prepare.

Cleric LevelSpells
3rdEarth Tremor, Sanctuary, Entangle, Shield of Faith
5thSpike Growth, Enhance Ability
7thErupting Earth, Meld into Stone
9thStone Shape, Wall of Stone

Stone’s Resolve

3rd-Level Earth Domain Feature

Your spirit is as steady as bedrock, and your body begins to reflect that resilience.

  • Proficiencies. You gain proficiency in Heavy Armor and Constitution saving throws.
  • Earthen Fortitude. When you take damage, you can use your reaction to reduce that damage by an amount equal to your Wisdom modifier + your cleric level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Voice of the Deep Earth

3rd-Level Earth Domain Feature

You call upon the power slumbering beneath the surface to protect allies and confound foes.

As an action, you cause the ground in a 20-foot radius centered on you to rumble and surge for 1 minute. You can choose any number of creatures in this area.

  • Enemies must succeed on a Strength saving throw or be knocked prone and have their speed halved until the end of their next turn.
  • Allies gain temporary hit points equal to your Wisdom modifier at the start of their turn while standing on the affected ground and are considered half-covered against ranged attacks while standing still.

This area is considered difficult terrain for hostile creatures.


Rooted in Stone

6th-Level Earth Domain Feature

The power of stone protects you and answers your call.

  • You gain resistance to bludgeoning damage and cannot be forcibly moved against your will while standing on solid ground.
  • When you cast a Cleric spell that affects terrain or creates a barrier (such as Entangle, Wall of Stone, or Sanctuary), you may choose one target within 30 feet to gain temporary hit points equal to half your cleric level + your Wisdom modifier.

Heart of the Mountain

17th-Level Earth Domain Feature

You become a living embodiment of the world’s unyielding heart.

As an action, you can invoke the might of the mountain within you, entering a state of divine stillness for 1 minute. While in this form:

  • You gain tremorsense to 60 feet.
  • You gain a burrow speed of 30 feet through earth and stone (but not metal or magically created terrain).
  • Your skin takes on a stone-like quality, granting resistance to all nonmagical damage.
  • Once per turn when you hit a creature with a melee weapon attack or damaging spell, you can force them to make a Constitution saving throw. On a failure, they are restrained until the end of your next turn as stone creeps over their limbs.

You may use this feature once per long rest.