Earth Domain

Mountain landscape representing the Earth Domain

The Earth Domain turns earth, stone, soil, mountains, metal and elemental creatures of earth into a cleric’s sacred practice and usable rules. Its exact mechanics depend on edition, so the published Pathfinder and 3.5e versions are kept separate rather than blended together.

At a Glance

Divine SphereEarth, stone, soil, mountains, metal and elemental creatures of earth
Typical RoleDurable elemental priest, terrain shaper and stone-focused controller
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D StatusComplete GM-approved original 2024 and 2014 campaign subclasses, not official same-named published domains.
Typical PatronsGeb, Papatūānuku, Ops, Rūaumoko
Primary AbilityWisdom in Pathfinder 1e; edition-specific Cleric rules otherwise

Edition Applicability

Earth priests bring stone and unstable ground under divine protection. The published Pathfinder and 3.5e versions retain their original powers; 2024 and 2014 are playable original conversions requiring GM approval.

Earth Domain — D&D 2024

Complete original campaign conversion requiring GM approval; not a published official same-named subclass. Choose at Cleric level 3, following the 2024 Divine Order, Channel Divinity and Blessed Strikes rules. Spells from earlier supplements used in a 2024 campaign require GM-approved 2024 conversions; do not assume they were reprinted.

2024 Earth Domain Spells

The spells become always prepared when you reach the listed Cleric level, count as Cleric spells and don’t count against normal preparations.

Cleric LevelAlways-Prepared Spells
3Earth Tremor, Shield, Earthbind, Spike Growth
5Erupting Earth, Meld into Stone
7Stone Shape, Stoneskin
9Wall of Stone, Transmute Rock

Level 3 — Stone-Warden

You gain proficiency in Nature or Mason’s Tools (your choice); if you already have both, gain Survival. Once on each turn when you make a Wisdom (Survival) check to read unstable ground or a check using Mason’s Tools, add your Proficiency Bonus a second time to that check.

Level 3 — Channel Divinity: Shifting Ground

As a Magic action, expend one Channel Divinity use and choose a 15-foot Cube of solid ground within 60 feet. Ground in the Cube becomes Difficult Terrain for 1 minute. Creatures standing there when you use this feature make a Dexterity saving throw against your Cleric spell save DC. A creature that fails takes 2d8 Bludgeoning damage and has the Prone condition; on success it takes half damage and isn’t Prone. This effect does not collapse buildings or affect creatures that aren’t touching the ground.

Level 6 — Bedrock Intercession

When you or an ally you can see within 30 feet takes Bludgeoning, Piercing, or Slashing damage, use your Reaction to grant Resistance to that instance of damage. The target must be on earth or stone. Uses equal to your Wisdom modifier (minimum one) per Long Rest.

Level 17 — The Living Rampart

As a Bonus Action, you gain a 20-foot Emanation of shifting protective stone for 1 minute, while you remain on earth or stone. Allies you choose in the Emanation gain Half Cover against ranged attacks. Hostile creatures in the Emanation treat the ground as Difficult Terrain. The effect ends if you have the Incapacitated condition. Once you use it, regain it on a Long Rest.

Earth Domain — D&D 2014

Complete original campaign conversion requiring GM approval; not a published official same-named subclass. Choose at Cleric level 1 and follow the 2014 Cleric domain and Channel Divinity progression. Spells from earlier supplements used in a 2024 campaign require GM-approved 2024 conversions; do not assume they were reprinted.

2014 Earth Domain Spells

The spells become always prepared when you reach the listed Cleric level, count as Cleric spells and don’t count against normal preparations.

Cleric LevelAlways-Prepared Spells
1Earth Tremor, Shield
3Earthbind, Spike Growth
5Erupting Earth, Meld into Stone
7Stone Shape, Stoneskin
9Wall of Stone, Transmute Rock

Level 1 — Stone-Warden

Gain proficiency in Nature or Mason’s Tools. If you already have both, gain Survival. You have advantage on Survival checks to recognise dangerous natural ground.

Level 2 — Channel Divinity: Shifting Ground

As an action, present your holy symbol and expend Channel Divinity to shift a 15-foot Cube of solid ground you can see within 60 feet. It becomes difficult terrain for 1 minute. Creatures standing there when you use it must succeed on a Dexterity saving throw against your cleric spell save DC or take 2d8 bludgeoning damage and fall prone; on success they take half damage and don’t fall prone. No damage to structures.

Level 6 — Bedrock Intercession

When you or an ally on stone or earth within 30 feet takes bludgeoning, piercing or slashing damage, use your reaction to grant resistance to that instance. Uses equal to your Wisdom modifier (minimum once) per long rest.

Level 8 — Divine Strike

Once on each of your turns when you hit with a weapon attack, the target takes an additional 1d8 bludgeoning damage. This becomes 2d8 at Cleric level 14.

Level 17 — The Living Rampart

As an action, you create a 20-foot-radius aura of protective stone for 1 minute while standing on earth or stone. Allies within it have half cover against ranged attacks, and the ground is difficult terrain for hostile creatures. It ends if you are incapacitated; regain use after a long rest.

Earth Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Acid Dart

As a standard action, make a ranged touch attack against one foe within 30 feet. On a hit, the dart deals 1d6 acid damage + 1 for every two Cleric levels. Uses per day equal 3 + your Wisdom modifier.

Acid Resistance

At 6th level you gain acid resistance 10. It becomes 20 at 12th level, and at 20th level you gain immunity to acid.

Pathfinder 1e Earth Domain Spells

1stMagic Stone
2ndSoften Earth and Stone
3rdStone Shape
4thSpike Stones
5thWall of Stone
6thStoneskin
7thElemental Body IV (earth only)
8thEarthquake
9thElemental Swarm (earth only)

Earth Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power

You can turn or destroy Air creatures as a good Cleric turns undead, and rebuke, command or bolster Earth creatures as an evil Cleric rebukes undead. These abilities share 3 + your Charisma modifier uses per day.

D&D 3.5e Earth Domain Spells

1stMagic Stone
2ndSoften Earth and Stone
3rdStone Shape
4thSpike Stones
5thWall of Stone
6thStoneskin
7thEarthquake
8thIron Body
9thElemental Swarm (earth only)

How the Earth Domain Plays

Earth clerics excel when terrain matters. Their spell lists turn walls, floors and stonework into tools, while Pathfinder adds a repeatable ranged attack and durability against acid.

Who Grants the Earth Domain?

Geb, Papatūānuku, Ops, Rūaumoko are strong existing site patrons where the relevant sphere is established in their portfolio. The domain should not be assigned solely because a deity has a superficial association with the same word or element.

Priests, Temples and Rites

Earth can mean fertile soil, mountains, buried wealth, stone architecture, earthquakes or the chthonic depth beneath settlements. The patron decides which aspect dominates. Temples, symbols and rites should therefore grow from the patron culture rather than from a generic domain template.

What Are Earth Priests Doing Now?

Earth priests are inspecting mines, stabilising damaged foundations, judging quarry rights, reading earthquake omens and dealing with elemental beings disturbed by tunnelling or warfare.

Related Domains and Character Options

Rules Sources and Licensing

Modern rules status: Both 2024 and 2014 Earth subclasses above are original campaign adaptations requiring GM approval and are not official same-named published subclasses. Spells from 2014 supplementary books used with 2024 rules may need conversion. Pathfinder 1e and 3.5e domain powers below retain their published editions.

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