## Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence art called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the domains of KNowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain. 

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshippedin one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to your most.

Each domain's description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

Choose one domain related to your deity, there are countless domains, but the main selections are Knowledge, Life, Light, nature, Tempest, Trickery, or War. Each domain is detailed later, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at th1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

#### Domain Spells
Each domain has a list of spells-its domain spells-that you gain at the cleric levels noted inthe domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

### Desert Domain

Though not all of them claim to have have shared in this great undertaking; Beshaba, Deneir, Ilmater, Leira,  Loviatar, and Oghma all had a hand in what brought about the deserts that cover siginificant portions of the world.

     From incredible civilizations cropping up in the desert to knowledge and treasures galore being lost to the sandswept dunes of these vast areas; each of the deities are readily represented by portions of desert culture. Some of these gods focus on the harshness that the body must endure to survive and from this harshness great warriors arise. Other deities fall into an illusive category where they teach that the best way to hide secrets, other than burying, make it a mirage.

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##### Desert Domain Spells
| Cleric Level| Spells |
|:----:|:-------------|
|1st|*create or destroy water, identify* |
|3rd|*find traps, mirror image*|
|5th|*leomund's tiny hut, remove curse*|
|7th|*hallucinatory terrain, stoneskin*|
|9th|*control winds, dream*|

#### Blessings from the Dunes
At the 1st level, you learn the *minor illusion* cantrip if you did not already know it, you also gain proficiency with 2 of the following skills Arcana, History, Religion, Perception, or Survival.

#### Robe and Rapier
To travel, and to fight, effectively in the heavy sand, one cannot be encumbered by heavy weapons and heavier armor.

Starting at 1st level, when you aren't wearing armor, your Armor Class
equals 13 + your Dexterity modifier. 

You also gain proficiency with one type of one-handed melee weapon of your choice.

<img src='http://i.imgur.com/aHZhTpr.png' 
  style='width:300px' />

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#### Channel Divinity: Enduring Spirit
Starting at 2nd level, you can use your Channel Divinity to access a more resilient state of being. You can use an action to give yourself advantage on all Constitution saving throws for a number of hours equal to half your cleric level. This effect ends when you take a short or long rest.

#### Channel Divinity: Separated By Sand
Starting at 6th level, you can use your Channel Divinity to command the grains of sand that is found everywhere.
As an action, you can cast *wall of sand*. It has a duration of 1 minute, and doesn't require concentration, when cast in this way.

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

#### Sandstorm
Starting at 17th level, you can use your action to create a massive sandstorm that lasts for 1 minute, or until you dismiss it by using another action. Dirt, dust, and sand create a cylinder that is 60 foot tall  with a 60-foot radius centered on you. Other creatures in the sandstorm must make a Constitution saving throw at the beginning of their turn, or be blinded until the storm ends or they leave the sandstorm's area. The area of the sandstorm counts as difficult terrain.

Any creature, except you, that ends its turn inside of the sandstorm also takes 2d10 slashing damage.

The Sandstorm ends if you are unconscious or use an action to end it.

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

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>#### Credit
> ##### &nbsp;&nbsp;Pictures
> - (Cleric Prayers) Maichol Quinto
> ##### Revisions
> - u/Three_flower
> - u/groggen2
> - u/Swifterduster55
> - Made with [Homebrewery](http://homebrewery.naturalcrit.com/)
> - **V 1.5 (10/22/2016)**

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