Dark Sun Elemental Clerics

(Now with shortened flavor text!)

Earth Domain

Earth Priests are defense-oriented clerics that seek to preserve the land above all else. They have mastery of stone, silt, and even plants. They destroy or reform defilers whenever possible, and they aid travelers and local communities by teaching them proper agricultural technique so that Athas might one day heal.

Earth Domain Spells
Level Spells
1st earth tremor, entangle
3rd Maximillian's earthen grasp, pass without trace
5th erupting earth, plant growth
7th stone shape, stoneskin
9th transmute rock, wall of stone
11th investiture of stone

Bonus Proficiency

You are proficient with heavy armor.

Acolyte of the Earth

Earth clerics draw thier power from the elements, but their unique connection to the earth attunes them to the primal energies of Athas. You know the mold earth cantrip, and it counts as a cleric cantrip for you. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Charm Wildlife

Starting at 2nd level, you can use your Channel Divinity to charm the savage wildlife of Athas

As an action, you present your holy symbol and invoke the name of your elemental patron. Each beast, monstrosity, or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Soul of the Earth

Starting at 6th level, your body has adapted like the land to endure the unyielding rays of the sun and the foul energies of defilement.

  • You gain resistance to necrotic and radiant damage
  • While wearing heavy armor, you gain a +1 bonus to AC.





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.

Saint of Stone and Sand

At 17th level, your blessed affinity with the land of Athas becomes more powerful:

  • You gain immunity to necrotic and radiant damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Air Domain

Wandering mystics and diviners with the power to control wind. Air clerics are seen as some to be babbling madmen, but there are others who heed their predictions with grave concern. Air clerics highly value personal freedom and starkly oppose any form of bondage or restriction, and are known to oppose slavery whenever possible. They often utilize thrown and ranged weapons, are rarely wear armor that would restrict their movement.

Air Domain Spells
Level Spells
1st feather fall, zephyr strike
3rd augury, gust of wind
5th fly, thunderstep
7th freedom of movement, locate creature
9th control winds, divination
11th investiture of wind

Guided by the Wind

At 1st level, you know the gust and thunderclap cantrips, and they count as cleric cantrips for you. You also gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

Unarmored Defense

Starting at 1st level, when you're not wearing any armor or a shield, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier.

Addionally, when you're not wearing medium armor or heavy armor, you are immune to effects that would harm you by inhaling dangerous vapors or gases.

Channel Divinity: Oracle's Blessing

Starting at 2nd level, you can use your Channel Divinity bestow your allies with glimpses of the future. When an ally within 60 ft of you rolls a saving throw, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the saving throw succeeds or fails.

Ward of Gales

At 6th level, you learn the warding wind spell, and you can cast it as an action without expending a spell slot. When you cast the spell in this way, it does not require concentration, and any ranged weapon attacks from you or your allies that you choose do not suffer disadvantage from passing in or out of the wind.

You can use this feature a number of times equal to your proficiency bonus before you are unable to use it again, and regain all expended uses after completeing a long rest.

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

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, whispy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.




Fire Domain

Fire clerics are aggressive and unpredictable zealots with burning passion and bravado. Of all the elemental priests, Fire clerics combat the defilers more than any other. Unlike a raging wildfire, defiling magic leaves absolute nothing behind and prevents all future growth. Meanwhile, the defilers know fire clerics as raving lunatics that are burning and wasting life-- the source of magic. Thus, fire clerics frequently find themselves confronting these mages, and they prefer to battle the defilers head-on with flame and blade in-hand.

Fire Domain Spells
Level Spells
1st burning hands, heroism
3rd flame blade, Aganazzar's scorcher
5th enemies abound, fireball
7th fire shield, wall of fire
9th holy weapon, immolation
11th investiture of flame

Flame Priest

At 1st level, you know the produce flame and control flames cantrips, and they count as cleric cantrips for you. You also gain proficiency with martial weapons.

Wrath of the Inferno

Also at 1st level, you can furiously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Spontaneous Combustion

You can channel elemental power sling fire spells with devastating ferocity. When you cast a spell that deals fire damage on your turn, you can invoke your channel divinity to take an additional action on this turn. This action must be spent to cast a spell that is at least one level lower than the previous spell, and it must have a casting time of one action.

Bath of Fire

At 6th level, you relish in the cleansing warmth of fire. When you take fire damage, you can invoke your elemental pact as a reaction. Doing so grants you immunity to the fire damage that triggered this reaction, you are cured of any poisons afflicting you, and you can expend up to 2 of your hit dice to heal yourself for the amount rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a long rest.

Potent Cantrip

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Roiling Heat

Starting at 17th level, you can use your action to activate an aura of heat that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Water Domain

Champions of the plane of water are rare. The world of Athas is desolate and dry, and the elemental plane of water has been nearly erased entirely. The scarce few water clerics that do exist are have the miraculous ability to manifest pure drinking water from the elemental plane. Water clerics are healers first and foremost, but they are known for the vicious judgement that they dispense to those who would criminally waste water.

Water Domain Spells
Level Spells
1st create or destroy water, fog cloud
3rd lesser restoration, misty step
5th beacon of hope, tidal wave
7th control water, watery sphere
9th cone of cold, greater restoration
11th investiture of ice

Purity

At 1st level, you have a responsibility to serve as a healer and giver of life. You proficient with heavy armor and you know the shape water cantrip. Additionally, when you cast a spell that conjures water, such as create or destroy water, the water you create is pure, clean water fit for drinking.

Disciple of Life

Also 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: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.



Healing Draught

At 6th level, the water that you carry is imbuned with healing power. As an action, you can give a creature within 5 ft of you a drink of your water to heal it. The creature regains hit points equal to 3 x your Cleric level. The water must have been on your person in a jug, waterskin, or similar container for at least one day to gain this magical property. Once you use this feature, you cannot do so again until you finish a long rest.

When you reach 17th level, you can use this feature twice per long rest, rather than once.

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

Miracle Draught

Your healing draught can even restore creatures from death. Starting at 17th level, you can use an action to expend one use of your healing draught feature to cast the revivify spell on a dead creature, requiring no spell slot and only a galon of water in place of the normal material components. When you cast the spell in this way, your maximum hit points decreases by 1 as a portion of your own life essence is trasferred to them.

Magical Pure Water in Dark Sun

In the world of Dark Sun, magic works differently. Most spell casters that can conjure water using spells like create or destroy water or tidal wave instead can only create a thin slurry of salty mud or watery silt. Any spell that would normally purify water, such as purify food and drink, also fails to do so. The water created by magic on Athas is not fit for drinking, even if the spell description specifically says so. Water Clerics are the only exception to this rule, per their 1st level feature "Purity".