The Matter Domain

The Sphere of Matter is stable and durable. Matter is the building block of all  things.  Matter is constantly trying to create new  forms.  Matter is tied to the element of Earth and the Lawful alignment. Matter resists Time's attempt tochange it, it attempts to channel Energy into a useful form and provides order to Thought.

Matter Domain Spells

Level Spell
1st Enlarge/Reduce, Shield
3rd Hold Person, Locate Object
5th Meld int Stone, Stoneshape
7th Fabricate, Stoneskin
9th Creation, Wall of Stone


Stability

At 1st level, you gain proficiency with Heavy Armor and you know the Resistance cantrip.

Channel Divinity: Endurance

Starting as 2nd level, you can use your Channel Divinity to fuse your being with the firmness of matter.  You gain temporary hit points equal to two times your cleric level plus your Wisdom Modifier.

Steady as Rock

Starting at 6th level, you gain proficiency with Strength saving throws.

In addition, you have Advantage on any attempts to escape being grappled.

Divine Strike

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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Implacable Defense

Starting at 17th level you have resistance to bludgeoning, piercing and slashing damage.

The Matter Domain

Fury of the Immortals DNDENCDM