Grit Domain

By taking up the mantle of the Grit Domain, you are choosing to embody not only the physical control over the earth, sand, and wind of the elemental plane of Earth's tunnels and caverns but also the metaphorical determination and will required to survive the harsh climate. Deities of Grit include Entemoch, Geb, Qebui, Shu, Sunnis,and Zoser. Your devotion breeds fortitude and ruin by unifying yourself with the divine elements at play within the harshest ecosystems.

Domain Spells

You gain domain spells at the cleric levels listed in the Grit Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grit Domain Spells
Cleric Level Spells
1 Earth Tremor, Purify Food and Drink
3 Dust Devil, Maximilian's Earthen Grasp
5 Meld Into Stone, Wall of Sand
7 Arcane Eye, Giant Insect
9 Control Winds, Insect Plague

Bonus Proficiencies

When you choose this archetype at 1st level, gain proficiency in heavy armor and gain advantage on saves against extreme weather conditions.

Whirling Sandstorm

Also at 1st level, you can riposte with a defensive gust of sand. When you are attacked by a creature within 5 feet of you that you can see, you can cause that creature to make a Strength saving throw against your spell save DC. If they fail they are pushed back 10 feet, and half that if they succeed.

This feature can be used a number of times equal to your Wisdom modifier.

Channel Divinity: Shallow Grave

Beginning at 2nd level, calling upon your deity with Channel Divinity now grants you protections for a turn. As a reaction when you take damage, you can use your Channel Divinity to entomb yourself in sand that crumbles away at the end of your next turn. You gain 10 temporary hit points per Cleric level, which takes as much of the triggering damage as possible. You also gain vulnerability to Acid damage, your speed drops to 0, and you are incapacitated. All of these effects end when the sand crumbles away.

Once you use this Channel Divinity, you can’t use it again until you finish a short or long rest.

Credit: lordsenneian

Channel Divinity: Quick Sand

6th level allows your divine influence to trap your foes within your allies reach as the ground beneath them begins to try and swallow everything whole. For one minute, 10 feet around you becomes difficult terrain for your enemies.

Divine Strike

When you reach 8th level, you gain the ability to infuse your weapon strikes with Acid or Poison drawn from the earthen elements. 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 Acid or Poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Noxious Traps

Beginning at 17th level, your sand pits begin to dissolve those they try to swallow. When an enemy ends their turn in your Quicksand range, have them make a Constitution saving throw against your spell save DC. If they fail, they take 2d10 Acid damage and lose all movement on their turn. If they pass they only take half the damage.

Unofficial Content

The Grit Domain is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.