Cleric Subclass: Ancient Domain

The Ancient Domain, a revered and enigmatic sect of clerics, traces its origins back to the dawn of time, where the threads of ancient forces wove the very fabric of reality. Legends speak of a time when the world was in its infancy, and primal magics danced freely, shaping the destinies of mortals and deities alike. The clergy of the Ancient Domain emerged from the depths of history, their purpose intertwined with the preservation and understanding of these ancient forces. Through millennia of study and communion with primordial energies, they have mastered the secrets of bygone eras, forging a connection with the roots of magic itself. These clerics are not mere practitioners of divine arts; they are guardians of the arcane lore, keepers of forgotten knowledge, and conduits to powers that echo through the annals of time. As bearers of this sacred legacy, members of the Ancient Domain embark on quests to uncover lost artifacts, decipher cryptic prophecies, and safeguard the world from threats rooted in the primordial past. With each prayer, they invoke the spirits of ancient realms, weaving spells that bridge the gap between the past and the present, leaving an indelible mark on the tapestry of history,

## Ancient Domain Spells

The Ancient Domain grants you access to additional spells at the cleric levels noted below. These spells do not count against the number of spells you can prepare.

* **1st Level:** *Identify, Detect Magic*
* **3rd Level:** *Augury, Continual Flame*
* **5th Level:** *Glyph of Warding, Magic Circle*
* **7th Level:** *Divination, Arcane Eye*
* **9th Level:** *Legend Lore, Commune*

## Ancient Forces Connection

At 1st level, you have forged a deep connection with ancient forces that date back to the beginnings of the world. You gain proficiency in History and Arcana skills if you don't already have them.

## Channel Divinity: Ancient Forces Wrath

Starting at 2nd level, you can use your Channel Divinity to channel the full power of the ancient forces from the start of time. As an action, you can use your channel divinity to manifest the primal elements and can choose to do one of the following things:

**Titans Crush.** In a 30ft radius centred on you, your body turns into metal giving you a +2 AC for the next minute unless incapacitated, but those in the 30ft radius all need to succeed on a STR save = to your Cleric Spell Save DC.  Those who fail are restrained and takes 2d6 force damage as a force drags them to the ground and they can repeat  the save at the end of their turn ending the effect on a success. The effect lasts for 1 minute. Those who succeed the save is not effected by the Titans Crush.

**Wind of the North.** You summon a storm around you with an AOE of 30ft centred on you. This storm reduces all fire damage by half as the storm provides a cold breeze in the area but also the Wind of the North allows you to as an action to manipulate the storm and fire a condensed cone of wind with a 15ft range and those targeted must make a STR save DC = Spell save or be pushed 15ft away from you and knocked prone. If they succeed on the save once they can no longer be affected by the condensed cone of wind. The  Wind of the North is only active for One minute or if the user is incapacitated.

**Primal Flame.** Your bod becomes cloaked in a primal flame granting you immunity to Fire damage and resistance to cold damage for the next minute. Also all melee and ranged attacks you do deals an extra 1d8 fire damage as well and if an ally or enemy start their turn 5ft away from you they take 1d6 fire damage.

**Deep Sea Current.** You call upon a rain cloud above you  and absorbs all the rain from that cloud and can manipulate it into a ring of high velocity water in a 10ft radius from you. This Ring of water follows you for the next minute. While the Ring of water is active, all non-magical ranged attacks are at disadvantage against you, those who tries to go through the ring of water must succeed on a STR save DC = Cleric Spell save or be knocked back. Another feature of this ring of water is that as a bonus action you can transfer the ring of water to an ally in a 30ft range. This effect lasts for one minute.

## Primal Blessing

Starting at 6th level, you have mastered the art of invoking ancient blessings, bestowing them upon your allies in times of need. As an action, you can call upon the primal forces you command, granting a single ally within 30 feet advantage on saving throws against spells and magical effects for the next minute.

Once you use this feature, you cannot use it again until you finish a long rest.

## Primordial Understanding

At 8th level, your deep connection with ancient forces grants you profound insights into the languages of the primal world. You gain the ability to speak, read, and write Primordial, the language of the elemental planes. Your attunement to the primal nature of reality also bestows upon you a potent healing ability.

**Droplet of Life:** Once per dawn, you can tap into the primal essence of life itself. As an action, you can summon a radiant droplet imbued with the essence of ancient magic. You can target a creature you can see within 60 feet of you and release the droplet, allowing it to burst over the creature. The target is healed for 8d12 hit points. The mystical properties of the droplet fade after use, and you cannot use this ability again until the next dawn.

## Primal Mastery

At 17th level, you have achieved Primal Mastery, allowing you to embody the ancient forces completely. Your form becomes a conduit of primordial power, granting you:

**Primal Form:** As a bonus action, you can enter your Primal Form, which lasts for one minute. While in this form, you gain the following benefits:

* Elemental Resilience: You gain immunity to one damage type of your choice: fire, cold, lightning, acid, or thunder. This immunity reflects your attunement to elemental energies.
* Ancient Augmentation: Your Wisdom score increases by 4, to a maximum of 24. This enhancement symbolizes the profound wisdom bestowed upon you by the ancient forces.
* Timeless Knowledge: You can cast *Foresight* without expending a spell slot or material components. This ability allows you to glimpse into the future, gaining unparalleled insight and preparedness.
* Primal Restoration: Once per long rest, as an action, you can restore a deceased creature to life, without the need for material components. The creature returns to life with half of its maximum hit points. This ability represents your mastery over life and death, a gift from the ancient forces.

Your Primal Form lasts for one minute or if you re incapacitated, during which you harness the raw power of the ancient world.