The Dying Sands of Athas
Clerics in Dark Sun do not worship the gods; the gods are dead. Instead, they worship the elemental titans who destroyed the gods. Generally, this entails worship to one of four elemental domains: Air, Earth, Fire, and Water.
The single most important principle of the lords of the air and their initiates is freedom. They loathe restriction in their movements, personalities, beliefs, practices, and
clothing, and they rebel against any attempts to impose limitations.
This makes them enemies of all forms of bondage, and they are required do what they can to fight slavery whenever possible. Criminals may be similarly freed if the cleric honestly believes the felon was unjustly imprisoned. Political prisoners in particular, are often grateful to see a priest of the air take notice of their plight.
The growing power of the sun has also angered the air elementals; its constant heat stills the earth and turns it dry and lifeless, and the air hangs in hot pockets of lethargy.
Then too, where once mighty oceans gave birth to terrible hurricanes and typhoons, the winds must now be content to scream weakly in the barren wastes. Because of this, air elementals require their clerics to protect and preserve earth and water. By doing this, the elementals hope that the mighty forests will return to shelter the planet from the harsh sun, and that the raging oceans will once again fill the great silt basins. Only then will they regain the unbridled freedom they once knew.
AIR DOMAIN SPELLS
|1st||Featherfall, Hail of Thorns|
|3rd||Cloud of Daggers, Gust of Wind|
|5th||Gaseous Form, Stinking Cloud|
|9th||Conjure Elemental (Air) Cloudkill|
You gain a proficiency with all ranged weapons.
Starting at 1st level, you gain a +1 to AC against ranged attacks as long as you are wearing light or no armor.
CHANNEL DIVINITY: WINDS OF WRATH
Starting at 2nd level, you can use your Channel Divinity to increase the deadliness of your ranged attacks. When you hit with a ranged attack, you can choose to deal maximum damage instead of rolling for damage.
WORDS ON THE AIR
Starting at 6th level, you gain the ability to communicate with all forms of flying creatures, including birds, air elementals, and winged humanoids.
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 ranged weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 10th level, the extra damage increases to 2d8.
Starting at 17th level, you are able to shapechange into winged beasts. This ability is the same as the wizard Transmutation ability found on page 119, except you may only change into flying creatures of CR 3 or lower.
The beings that dwell in the Plane of Earth expect their champions to perform certain duties. Earth clerics must always be in opposition to defilers. They may not travel with a known defiler, work with one, or allow a defiler to cast a spell in their presence. Earth elementals know that defiling magic lies beyond the normal boundary of the creation/annihilation chainwhat defilers destroy never returns. Therefore, earth clerics try to reform any friendly defilers they meet and may destroy those who refuse to change their robes.
Earth clerics dont usually seek revenge in the same way that druids do, for their opposition to the defilers is purely defensive. When they are up against a known defiler, earth clerics are far more likely to incite others to fight for them, while they continue their silent opposition in the background.
Earth clerics are required to teach the nature of the life
cycle: that every living thing must eventually die, and death supports new life. Earth clerics understand this better than anyone, for the raw material of their patron is both the giver and the taker of life.
Perhaps the most important task of an earth cleric is to teach the Athasians proper agricultural techniques. This means they automatically gain the agriculture proficiency and that they seek to teach these methods to all. This skill is in addition to normal proficiencies. Villagers are taught to rotate their crops and to spread their waste over the fields so that it will break down and return to the soil from which it came.
EARTH DOMAIN SPELLS
|1st||Arms of Hadar, Wrathful Smite|
|3rd||Hold Person, Shatter|
|5th||Hold Monster, Meld into Stone|
|7th||Conjure Minor Elemental (Earth), Stone Shape|
|9th||Conjure Elemental (Earth), Wall of Stone|
You gain a proficiency with martial weapons and heavy armor.
SMITH OF THE EARTH
Starting at 1st level, you gain the Mending Cantrip.
CHANNEL DIVINITY: ENCASEMENT
Starting at 2nd level, you can use your Channel Divinity to return to the healing earth. You may bury yourself and up to six other creatures in loose earth, sand, or top soil for up to eight hours. For each hour spent beneath the earth, you regain one spent Hit Dice in addition to the normal amount for taking a long rest. During this encasement, you do not need to breathe as normal, however other creatures affected by this ability do.
HARDNESS OF THE EARTH
Starting at 6th level, if you are standing on earth, you can use your reaction to gain a +4 bonus to AC. This bonus lasts until the start of your next turn. You may use this ability a number of times a day equal to your Wisdom modifier (minimum once). This ability recharges after a long rest.
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 melee weapon attack, you can cause the attack to push the target 10 feet in any direction away from you, and take an additional 1d6 damage. When you reach 10th level, this damage increases to 2d6.
Starting at 17th level, you gain a burrow speed equal to your walking speed. You are able to move through solid earth, silt, or loose soil as if it were water. Furthermore, you can pass through solid rock walls and obstacles, but you may not end your turn there.
The pact of fire is the most ironic of the clerical oaths. The creatures of the Elemental Plane of Fire demand that their servants preserve Athas only so that they might destroy it again. Specifically, the Plane of Fire needs the forests and the cities of man to return. This means that their clerics must encourage the growth of forests, cities, and fields.
A large part of the pact is dedicated to the defeat of the sorcerer-kings and all defilers. This is a goal they share with the druids, but the priests of fire are too eccentric to form long, lasting relationships with the members of that elusive order. A frontal assault wielding the power of the inferno is their usual tactic.
FIRE DOMAIN SPELLS
|1st||Burning Hands, Searing Smite|
|3rd||Flame Blade, Heat Metal|
|5th||Elemental Weapon (Fire), Fireball|
|7th||Conjure Minor Elemental (Fire), Wall of Fire|
|9th||Conjure Elemental (Fire), Planar Binding (Fire)|
You gain Produce Flame as a bonus cantrip.
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 (minimum once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: FRIENDLY FLAMES
Starting at 2nd level, you can use your Channel Divinity to guard yourself against fire. You gain the ability to endure the heat of flames, lava, or magma, both magical and material, gaining resistance to fire damage for one minute. You may activate this as an action, or use it as your reaction.
BURN THE ABOMINATIONS
Starting at 6th level, any Undead turned by you also take 1d6 fire damage per Cleric level on a failed Dexterity saving throw, or half that damage on a successful saving throw.
At 8th level, you gain the ability to infuse your weapon strikes with burning fire. 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 fire damage to the target. When you reach 10th level, the extra damage increases to 2d8.
FIELD OF FIRE
Starting at 17th level, you can use your action to activate an zone, centered on you with a 40 foot radius, of fire that lasts for 1 minute. Each round, all creatures within the zone (including yourself) must make a dexterity saving throw or take 5d6 fire damage.
Water is the giver of life, but the elemental lords now perform their sacred tasks grudgingly. Still, it is the duty of water clerics to give water and aid to any in need, of any alignment, of any nature. The only exceptions are those who criminally waste water. In this case, the water clerics are known to be meticulous in the cruelty of their vengeance. This specifically applies to defilers.
The second demand of the Plane of Water is that clerics preserve and protect the water that remains. Water clerics should never allow a defiler to cast a spell near a water source, nor permit a forest or any other moisture producing area to be destroyed. They must teach these ideas to any who will listen. Typically, this involves irrigation, conservation, and the cleansing of existing water supplies. Unfortunately, it also means frequent conflict with defilers and the lackeys of the sorcerer-kings.
WATER DOMAIN SPELLS
|1st||Cure Wounds, Purify Food or Drink|
|3rd||Fog Cloud, Waterbreathing|
|5th||Revivify, Water Walk|
|7th||Conjure Minor Elemental (Water), Control Water|
|9th||Mass Cure Wounds, Conjure Elemental (Water)|
HEALING TOUCH OF WATER
Starting at 1st level, your healing spells are more effective if you have a source of water with you. Whenever you use a spell of 1st level or higher to restore hit points to an ally, the ally regains additional hit points equal to 3 + the spell’s level if you expend a cup of water in the process.
WATER OVER FIRE
Starting at 1st level, you gain the ability to turn Fire creatures with your Turn Undead ability.
CHANNEL DIVINITY: QUENCH THIRST
Starting at 2nd level, you can use your Channel Divinity to avail thirst. You and nine other creatures must be within eyesight to be affected. The day’s water requirements for you and these individuals are reduced by half.
CHANNEL DIVINITY: PRESERVE LIFE
Starting at 6th 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 six times your cleric level. Choose any creature within 30 feet of you, and divide those hit points among them. You can’t use this feature on an undead or a construct.
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 ranged weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 10th level, the extra damage increases to 2d8.
SPARK OF LIFE
Starting at 17th level, you gain the ability to return the dead to life. The body of the deceased must be at least 24 hours fresh, or fresher, and must be placed in an amount of water large enough that the body can float. The ritual takes eight hours to perform; after which the deceased is returned to life with full hit points.