Dark Sun 5E
Cleric
The cleric is a free-willed priest, tending the needs of the local people with his particular talents. On Athas, clerics draw their magical energy directly from one of the four elemental planes: earth, air, fire, or water; not from any manner of deity.
Class Features
You get all the class features from the Cleric class as presented in the PHB, unless noted otherwise.
Proficiencies
As presented in the PHB, but replace Religion skill for Nature.
Elemental Domain
The Divine Domain feature is renamed as Elemental Domain. The four elemental domains available to you are Earth, Air, Fire or Water. Each elemental domain is detailed at the end of the class description. Other than that, this feature works as presented in the PHB.
Elemental Spells
This Domain Spells feature is renamed as Elemental Spells. Extra spells are granted at 11th, 13th and 15th level because some of the cleric spells have been removed from the PHB list.
Other than that, this feature works as presented in the PHB.
Channel Energy
The Channel Divinity feature is renamed as Channel Energy. Other than that, this feature works as presented in the PHB.
Primordial Intervention
The Divine Intervention feature is renamed as Primordial Intervention. You call for the intervention of a powerful being of the element you worship, instead of a deity. Other than that, this feature works as presented in the PHB.
Elemental Domains
Clerics worship one of the four elemental planes: earth, air, fire, or water. They call upon magical energies from those planes, specializing in one element’s magical applications on the prime material plane.
Earth Domain
Rock, sand, trees, silt: everything of earth is raw material for earth clerics. It is their duty to protect and preserve these, and they constantly strive to enrich and shield the harsh wastes of Athas.
Closely tied to nature, earth priests understand the true nature of the cycle of life. When something dies, its organic material is returned to the soil to provide life for another, and in another form. Therefore, the earth clerics’ outlook on life is a utilitarian one. The death of a comrade, though tragic, is simply one stage in nature’s endless chain of creation and annihilation.
Earth clerics must always be in opposition to defilers. They know that defiling magic lies beyond the normal boundary of the creation/annihilation chain—what defilers destroy never returns.
Earth Domain Spells
Cleric Level | Spells |
---|---|
1st | earth tremor*, goodberry |
3rd | earthbind*, spike growth |
5th | erupting earth*, meld into stone |
7th | stone shape, stoneskin |
9th | conjure elemental**, transmute rock* |
11th | bones of the earth* |
13th | reverse gravity |
15th | earthquake |
**Unless you gain this spell from another source, you can summon only earth elementals with it.
Bonus Proficiency
At 1st level you gain proficiency with heavy armor and bludgeoning weapons.
Bonus Cantrip
When you choose this domain at 1st level, you gain the mold earth* cantrip if you don’t have it already.
Channel Energy: Hard as Rock
Starting at 2nd level, you can use your Channel Energy to make yourself hard as a rock to withstand upcoming harm.
When you are about to receive damage, you can use your reaction to get resistance to all damage except poison and psychic damage. Also if the attack would knock you prone or push you back instead you stay standing where you are.
Fist of the Mountain
At 6th level, when you deal bludgeoning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Crushing Strike
At 8th level, you gain the ability to infuse your weapon strikes with uncanny strength. Once on each of your turns when you hit a creature with a bludgeoning 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.
Endurance
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.