TEXT: EN World EN5IDER | Priests of Elemental Power
  EN World EN5IDER | Priests of Elemental Power
  PRIESTS OF
  Elemental
  Power
   
  writing C. Richard Davies
   color art Sade
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  W
  hile the 
  domains 
  offered 
  in the core rules can 
  represent many kinds of 
  divine powers, there is 
  little support for clerics 
  who worship the gods 
  of fire, water, earth, 
  and air. For campaigns 
  that feature gods (or 
  immortal Princes) 
  of elemental power, 
  the following divine 
  domains might be just 
  what you need.
  
  Priests of Elemental Power | EN World EN5IDER
  Priests of Elemental Power | EN World EN5IDER
  Flames Domain 
  (Cleric Divine Domain)
  Fire is one of the oldest symbolic powers of 
  mankind, a powerful friend or a terrible foe. It 
  wards away the dark, makes possible the creation 
  of weapons and armor, and destroys old life to 
  make way for the new. 
   This domain belongs to many deities, all of 
  whom might have different perspectives on the 
  meaning of fire, such as Vulcan, Vahram, and 
  Loki. 
  Flames Domain Spells
  Cleric Level Spells
  1st
  burning hands, faerie fire
  3rd
  continual flame, scorching ray
  5th
  fireball, revivify
  7th
  fire shield, wall of fire
  9th
  flame strike, scrying
  Fiery Soul
  At 1st level, you learn one of the following 
  cantrips: fire bolt, produce flame, or sacred flame. 
  When you cast the chosen cantrip, it ignores the 
  target’s resistance to fire damage.
  Bonus Proficiency
  Also at 1st level, you gain proficiency with martial 
  weapons.
  Channel Divinity: Heart of the Flames
  Starting at 2nd level, you can use your 
  Channel Divinity to make your fires burn with 
  unimaginable fury. When you roll fire damage, 
  you deal maximum damage instead of rolling.
  Channel Divinity: Flame Quencher
  Starting at 6th level, you can use your Channel 
  Divinity to quench flames that assail you. As 
  a reaction, you grant yourself and any other 
  creatures that you choose within a 30-foot radius 
  resistance to fire damage, which lasts until the end 
  of your next turn, and immediately extinguish 
  any nonmagical fires that you choose within the 
  same 30-foot radius.
  Divine Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine 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 fire damage to the target.
   When you reach 14th level, the extra damage 
  increases to 2d8.
  Avatar of Flames
  At 17th level, you gain immunity to fire damage. 
  In addition, if you are the target of a spell, effect, 
  or attack that ignores fire immunity, you take only 
  half damage.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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  Variant Spells
  If you are using the domains in this article, consider 
  altering the following spells to match the themes of 
  their respective domains.
   Flames Domain. The scrying spell, when cast by 
  a Flames Domain cleric, may require a golden bra-
  zier or other fire-containing focus, and the burning 
  of 100 gp worth of rare incense, which is consumed 
  by the spell.
   Stone Domain. The entangle spell, when cast 
  by a Stone Domain cleric, causes spars of stone to 
  rise up and imprison those within the targeted area, 
  instead of plants. This is a purely cosmetic differ-
  ence, and has no impact on the spell’s effects.
  
  EN World EN5IDER | Priests of Elemental Power
  EN World EN5IDER | Priests of Elemental Power
  turned to stone. As an action, you can touch 
  one creature with the petrified condition. That 
  creature can make a saving throw against the DC 
  of the attack which gave them the condition. On a 
  success, the creature loses the petrified condition 
  and returns to normal. On a failure, the creature 
  still loses the petrified condition but gains another 
  harmful condition, determined by a random roll.
  Stone to Flesh Failure Result
  1d6
  Condition Gained
  1–2 
  Blinded
  3–5 
  Unconscious
  6 
  Paralyzed
  Divine Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine 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 bludgeoning damage to the target.
   When you reach 14th level, the extra damage 
  increases to 2d8.
  Soul of Stone
  At 17th level, your flesh and bone take on the 
  strength and stability of stone. You gain resistance 
  to bludgeoning, piercing, and slashing damage 
  from nonmagical attacks.
  Stone Domain 
  (Cleric Divine Domain)
  While the earth is important to any worshipper 
  of nature, there is more to it than the rich brown 
  soil in which plants grow to feed animals which 
  are fed on by other animals which then feed the 
  soil in a glorious circle of life. Stone has a power 
  all its own, a power of solidity and permanence. 
  This power might be strongly associated with the 
  powers of law. 
   Primal gods of earth, such as Gaia or Geb, 
  might offer such power to their followers, as 
  might deities of mountains or caverns, such as 
  those honored by peoples of the underworld. 
  Stone Domain Spells
  Cleric Level Spells
  1st 
  entangle, shield
  2nd 
  pass without trace, shatter
  3rd 
  meld into stone, spike growth
  4th 
  stone shape, stoneskin
  5th 
  transmute rock, wall of stone
  Bonus Proficiency
  When you choose this domain at 1st level, you 
  gain proficiency with heavy armor.
  Reverent Stones
  Also at 1st level, small stones instinctively clear 
  from your path and rough stonework smooths 
  itself beneath your feet. Areas of rock, stone, and 
  similar debris are never treated as difficult terrain 
  for you.
  Fist of Granite
  At 2nd level, your fists begin to strike with the 
  strength of stone. You gain proficiency with 
  unarmed strikes, and your unarmed strikes do 
  1d4 bludgeoning damage. Also, whenever you hit 
  a creature with an unarmed strike, you can use a 
  bonus action to attempt to grapple the target.
  Channel Divinity: Stone to Flesh
  Starting at 6th level, you can use your Channel 
  Divinity to restore creatures who have been 
  
  Priests of Elemental Power | EN World EN5IDER
  Priests of Elemental Power | EN World EN5IDER
  Water Domain 
  (Cleric Divine Domain)
  Water is essential to all life, but it is also a primal, 
  untameable force. In addition to deities of oceanic 
  might like Poseidon and Aegir, this domain is also 
  held by the gods of rivers and lakes, who are often 
  imagined as being much friendlier to humanity 
  than the hungry, wine-dark sea. 
   This domain might also be part of the portfolio 
  of a god of sailors, marines, or fishermen, who 
  grants mortals the understanding of how to use 
  the waters for their own purposes.
  Water Domain Spells
  Cleric Level Spells
  1st
  create or destroy water, purify food or drink
  3rd 
  mirror image, misty step
  5th 
  water breathing, water walk
  7th 
  control water, freedom of movement
  9th 
  drowning*, scrying
  * New spell, see sidebar.
  Bonus Proficiency
  At 1st level, you gain proficiency with water 
  vehicles.
  Athletic Swimmer
  Also at 1st level, you gain have a swimming 
  speed equal to your land speed. You also gain 
  proficiency with the Athletics skill and double 
  your proficiency bonus when making any check 
  related to swimming or remaining afloat.
  Channel Divinity: Roar of the Waves
  At 2nd level, you can use your Channel Divinity 
  to speak in a voice as loud as the raging sea itself, 
  startling the living creatures around you. As an 
  action, you present your holy symbol and speak 
  in a booming voice. Each living creature within 30 
  feet that can understand you and hear you must 
  make a Wisdom saving throw. On a failure, that 
  creature is frightened of you for 1 minute or until 
  it takes damage.
  Echolocation
  At 6th level, you gain blindsight out to 60 feet 
  while on land, or up to 120 feet while underwater. 
  Your blindsight does not function while you are 
  deafened.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom 
  modifier to the damage you deal with any cleric 
  cantrip.
  Body of Water
  At 17th level, you gain the power to transform 
  your body into a liquid form that retains your 
  features and resembles your normal form. While 
  liquid, you gain resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks and immunity to poison damage and the 
  grappled, paralyzed, petrified, poisoned and 
  restrained conditions. You also gain vulnerability 
  to fire and cold damage, as these damage types 
  cause you to boil or freeze, and cease to be liquid.
   You can activate this power as a bonus action; it 
  persists until you take a long rest, take fire or cold 
  damage, or end this effect as an action. 
   You must complete a long or short rest before 
  you can use this feature again.
  Winter Domain 
  (Cleric Divine Domain)
  Winter is a frightening time for most humans and 
  humanoid peoples, who are terribly vulnerable 
  to the effects of the cold, and so winter is often 
  associated with the powers of death, as with the 
  Algonkian Witiko, or Wendigo. This need not 
  be universally true. Those who live in lands of 
  perpetual ice and snow might view winter as 
  neutral, or even a positive force, offering them the 
  toughness that they need to survive anything life 
  throws at them. 
  
  EN World EN5IDER | Priests of Elemental Power
  EN World EN5IDER | Priests of Elemental Power
  Winter Domain Spells
  Cleric Level Spells
  1st
  fog cloud, ray of frost
  3rd 
  hold person, gust of wind
  5th 
  sleet storm, slow
  7th 
  freedom of movement, ice storm
  9th 
  hold monster, cone of cold
  Bonus Proficiency
  When you choose this domain at 1st level, you 
  gain proficiency with heavy armor.
  Icestep
  Also at 1st level, areas of snow, ice, and similar 
  debris are never treated as difficult terrain for you.
  Channel Divinity: Winterward
  At 2nd level, you gain the ability to use your 
  Channel Divinity to protect yourself from the 
  effects of cold, and to extend that shielding to 
  your allies as well. As a reaction, you can grant 
  yourself and any other creatures that you choose 
  within a 30-foot radius resistance to cold damage, 
  which lasts until the end of your next turn, and 
  permitting all creatures affected to automatically 
  succeed on the saving throw to avoid gaining a 
  level of exhaustion due to extreme cold for 1 hour.
  Channel Divinity: Iceshape
  Starting at 6th level, you can use your Channel 
  Divinity to shape ice into objects that obey your 
  mental commands. This functions much like the 
  spell animate objects, except that the animated ice 
  sculptures you create have half of an animated 
  object’s normal hit points and are vulnerable to 
  fire damage. You can use this ability regardless of 
  whether existing ice is present or not, as you are 
  able to freeze moisture out of the air.
  Divine Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine 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 cold damage to the target.
   When you reach 14th level, the extra damage 
  increases to 2d8.
  Heart of Ice
  At 17th level, you can draw icy magic into your 
  soul, infusing it with the essence of cold, warding 
  you against outside influences, even emotional 
  ones. As a bonus action, you can gain immunity 
  to the charmed, frightened, and poisoned 
  conditions, and end any such condition currently 
  affecting you, with the immunity lasting until 
  your next long rest. However, being unable to 
  experience emotions has certain consequences, 
  and you cannot benefit from inspiration or bardic 
  inspiration while this immunity persists. 
   You must complete a long rest before you use 
  this feature again.  e
  New Spell
  Drowning
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
   You create an orb of water that engulfs a single 
  creature within range. The creature targeted must 
  make a Strength saving throw. On a failure, the 
  target takes 2d8 bludgeoning damage. If it is Me-
  dium or smaller, it is also grappled, with an escape 
  DC equal to your spell save DC. Until this grapple 
  ends, the target is restrained and unable to breathe 
  unless it can breathe water or does not have to 
  breathe, such as constructs and the undead.
   At Higher Levels. When you cast this spell using 
  a spell slot of 6th level, the damage increases by 
  1d8 per spell slot level and you can affect Large or 
  smaller creatures.
  
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