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Desert Domain Spells |
Cleric level |
Spells |
1st |
create or destroy water, guiding bolt |
3rd |
blur, mirror image |
5th |
daylight, wall of sand |
7th |
blight, giant insect |
9th |
insect plague, mislead |
Bonus Proficiencies
When you select this domain at 1st level, you gain proficiency
in martial weapons and the Survival skill.
Nomadic Endurance
At 1st level, your god blesses you with the resilience to
survive the harsh landscape of the desert. You can go for a
number of days equal to your cleric level without food before
suffering ill effects, and you gain advantage on saving throws
against exhaustion from desert conditions. You can see
through smoke, fog, dust, swirling sand, and other
obscuration caused by gasses.
Channel Divinity: Sandstorm
At 2nd level, your god enables you to control the greatest
danger in the desert. As an action, you can use your Channel
Divinity feature to unleash a raging whirlwind of tearing sand
in a 60-foot line that is 20 feet wide. The area becomes
heavily obscured by a cloud of dust until the start of your next
turn. Creatures of your choosing within the area must make a
Constitution saving throw against your cleric spell save DC.
If they fail, they are blinded until the end of your next turn and
take 1d6 slashing damage per two cleric levels you possess. If
they succeed, they are not blinded and take half as much
damage.
Dune Walker
At 6th level, your god blesses you with the dance of the
fearsome serpents of the desert. You can use a bonus action
to teleport up to your movement speed to a location you can
see, disappearing in a flash of sand and reforming from dust
at the target location. You cannot move and use this action
during the same turn. When you teleport using this feature,
you can use an action to cause a cloudy burst of sand to
appear, heavily obscuring a 10-foot radius around you until
the start of your next turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with the deadliest scorpion venom and the razor-sharp sands
upon the wind. 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 poison or slashing damage to the target
(your choice). When you reach 14th level, the extra damage
increases to 2d8.
Endless Expanse
At 17th level, your god's domain grows and spreads beyond
its borders. You ignore difficult terrain while in desert
environments, and gain resistance to fire damage. You can
cast mirage arcane and it is considered a cleric spell for you.
When you do so, the area appears to be transformed into a
desert, and becomes hot and dry. Creatures of your choosing
within the area suffer exhaustion as though exposed to
extreme heat. Whenever you cast this spell, you can choose to
also cast conjure animals using a spell slot; it does not
require concentration and has a duration of 10 days. The
animals do not obey your commands, but are considered
charmed by you.
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