Aussie new world campaign-Adelaide
Cleric: Dumathoin Domain
Dumathoin Domain Spells
Cleric Level ― Spells
1st ― Cure wounds, Bless
3rd ― Arcane lock*, Spiritual weapon
5th ― Bacon of Hope, Revivify
7th ― Dumathoin’s Chest*, Death Ward
9th ― Mass cure wounds, Passwall (stone)*
11th ― Bones of the earth*, Investiture of stone*
*not normally on cleric spell list
Bonus Proficiency – You gain proficiency with heavy armour.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell’s level.
Channel Divinity: Earthen Armour*
Starting at 2nd level, you can use your Channel Divinity to bind the earth to creatures as magical armour.
As an action, you present your holy symbol and evoke the earth to bind to willing creatures as temporary hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those temporary hit points among them. This feature can only grant temporary hit points to a creature no more than half of its maximum hit points. You can’t use this feature on an undead or a construct.
At 6th level, you gain tremorsense 60ft.
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 radiant damage to the target, When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you can burrow through non magical, unworked earth and stone at a speed equal to your current walking speed. While doing so, you do not disturb the material you are moving through.