
| Cleric Level | Feature |
|---|---|
| 1st | Elemental Domain Spells, Elemental Transmutation |
| 2nd | Channel Divinity: Elemental Wrath |
| 6th | Defy the Elements |
| 8th | Elemental Power |
| 17th | Elemental Investiture |
Elemental Domain Spells
1st-level Elemental Domain Feature
| Cleric Level | Spells |
|---|---|
| 1st | absorb elements, chromatic orb |
| 3rd | become (stone/fire/water/wind)k calm (air/earth/flames/water)ry |
| 5th | elemental weapon, protection from energy |
| 7th | elemental bane, summon elemental |
| 9th | elemental shield hb, elemental armor dk |
Elemental Specialization
1st-level Elemental Domain Feature
When you choose this domain at first level, instead of remaining a general elementalist, you may choose to specialize. If you do, pick one specialization (air/earth/fire/water). Spells that you cast from your specialist element are treated as if they had been cast with the metamagic feature: Empowered Spell. You may not cast spells or use domain abilities from the opposing element.
Bonus Cantrips
1st-level Elemental Domain Feature
When you choose this domain at 1st level, you gain two cantrips of your choice from the following list: control flames, mold earth, gust, and shape water. They count as cleric spells for you, but they don't count against your number of cantrips known.
Elemental Transmutation
Also at 1st level, as a bonus action you can change a spell's element you cast that contains acid, bludgeoning, cold, fire, lightning, thunder, or water damage to another element type, as if you had used the metamagic feature: Transmuted Spell.
Channel Divinity: Elemental Wrath
2nd-level Elemental Domain feature
Starting at 2nd level, you can use your Channel Divinity to wield the power of the elements with unchecked ferocity. When you roll air/lightning/thunder, earth/bludgeoning, fire, or water/cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Defy the Elements
6th-level Elemental Domain feature
At 6th level, you gain advantage on saving throws against attacks or effects from creatures with the elemental type equal to your chosen element type.
Elemental Power
8th-level Elemental Domain feature
At 8th level, you can add an additional 2d6 acid, bludgeoning, cold, fire, lightning, thunder, or water damage to any elemental-based spell you cast that deals damage.
Elemental Investiture
17th-level Elemental Domain feature
Starting at 17th level, you learn the Investiture of Flame/Ice/Stone/Wind spells. They count as a cleric spells for you. You always have them prepared, and they dosn’t count against the number of spells you can prepare each day. You can cast one of these spells for free per long rest, or you can cast them with available spell slots.