Elemental priests are those clerics whose special power (and divine revelation) center around one of the natural elements. Fire priests, ice priests, and stone priests may have varied theological insights and opinions, but they are cut from similar cloth. Most elemental priests worship one or more of the gods from the mainstream pantheon, positioning their element as a key theological symbol. Some elemental priests go so far as to identify nature itself as the true divinity. They might offer up their prayers to fey, elementals, and greater nature spirits much like a druid, but their spiritual disposition and worldview (including the specific call to religious leadership) is much more in line with other clerics.
Elemental priests see nature and the natural elements as the site of divine revelation. As such, they practice “elemental divination,” looking to their special element to see what insights might be gleaned. Fire priests read the dancing flames (pyromancy), ice priests read frost fractals (cryomancy), others read the patterns in clouds, foliage, stone, and so on.
When you choose this archetype at 1st-level, your archetype spells are selected from one of several lists, chosen from below. Your choice of archetype spell list affects other features from this archetype. Elemental Divination Starting at 1st level when you choose this archetype, the intercession of elemental forces you call also offer up insights on things to come. When you cast a spell from your archetype spell list of 1st-level or higher, choose a number of targets up to the spell’s level, chosen from yourself and friendly creatures you can see or hear within thirty feet of you. Distribute a number of elemental divination dice among these targets totaling the spell’s level.
Creatures can spend your elemental divination dice to add an expertise die on any roll they make. If a creature is subject to your elemental divination more than once, their remaining elemental divination dice stack with the new. All of a character’s elemental divination dice disappear 1 minute after the last one they received.
Table: Fire Priest Spells
Cleric Level |
Fire Priest Spells |
---|---|
1st | burning hands, faerie fire |
3rd | flaming sphere, heat metal |
5th | daylight, fireball |
7th | fire shield (warm shield only), wall of fire |
9th | conjure elemental (fire only), flame strike |
Table: Stone Priest Spells
Cleric Level |
Stone Priest Spells |
---|---|
1st | earth barrier, grease |
3rd | enlarge/reduce, shatter |
5th | glyph of warding, meld into stone |
7th | stone shape, stoneskin |
9th | conjure elemental (earth only), wall of stone |
Table: Storm Priest Spells
Cleric Level |
Storm Priest Spells |
---|---|
1st | feather fall, thunderwave |
3rd | gust of wind, shatter |
5th | lightning bolt, wind wall |
7th | confusion, conjure minor elementals (air only) |
9th | conjure elemental (air only), storm kick |
Table: Water Priest Spells
Cleric Level |
Water Priest Spells |
---|---|
1st | create or destroy water, fog cloud |
3rd | acid arrow, alter self |
5th | water breathing, water walk |
7th | control water, freedom of movement |
9th | conjure elemental (water only), mislead |
Table: Ice Priest Spells
Cleric Level |
Ice Priest Spells |
---|---|
1st | arcane riposte (cold only), color spray |
3rd | hold person, shattering barrage |
5th | sleet storm, slow |
7th | fire shield (chill shield only), ice storm |
9th | hold monster, cone of cold |
Table: Plant Priest Spells
Cleric Level |
Plant Priest Spells |
---|---|
1st | goodberry, entangle |
3rd | barkskin, spike growth |
5th | plant growth, speak with plants |
7th | blight, hallucinatory terrain |
9th | commune with nature, tree stride |
Also at 1st level, your mystical powers manifest in very tangible skills. Choose one benefit from the following:
Warrior’s Gift. You are proficient with martial weapons and heavy armor.
Nature’s Insight. You gain proficiency with your choice of either Insight or Nature. You also learn two bonus cantrips, which count as cleric spells for you and do not count against your number of known cantrips. Those cantrips are guidance, plus one other cantrip based on your archetype spell list:
Beginning at 2nd level, you can clutch your holy symbol and emit a blast of elemental energy. Enemy creatures within 30 feet make a Constitution saving throw or take damage equal to 2d10 + your cleric level, or half damage on a success. The damage type varies based on your archetype spell list. This power also has an extra effect, likewise determined by your archetype spell list.
Beginning at 6th level, whenever a creature with your elemental divination dice makes a damage roll, they can expend elemental divination dice to deal bonus damage to one of their targets. The target takes 1d8 damage per elemental damage die spent in this way, the damage type being the same as your Channel Divinity: Elemental Intervention.
At 8th level, choose one benefit from the following:
Boon of Fury. Your weapon attacks deal extra damage equal to your Wisdom modifier. In addition, you can infuse divine power into a weapon attack to deal an extra 1d8 damage, the type of which is the same as you deal with Channel Divinity: Elemental Intervention. Once you have used this feature a number of times equal to your Wisdom modifier, you can’t do so again until you finish a long rest.
Furious Spellcraft. Damage you deal with Cleric cantrips increases by your Wisdom modifier. You also learn a bonus cantrip chosen from your elemental school (from any class’s spell list).
Starting at 17th level, you nearly reach the highest peak of the mysteries your element offers you. Choose one benefit from the following:
Elemental Security. You have certain immunities, determined by your archetype spell list.
Elemental Freedom. You have a fly speed equal to your walking speed.