Cleric
Base Class: Cleric

Sandstorm domain clerics focus on devotion of the gods' of the desert, sun, sand and travel.

Sandstorm Domain Spells

Cleric Level Spells
1st earth tremor, silent image
3rd dust devil, maximilian's earthen grasp
5th erupting earth, wall of sand
7th freedom of movement, hallucinatory terrain
9th control winds, legend lore

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Sand Trap

From 1st level, your god allows you to control the ground beneath your opponents, turning it into quicksand. When you hit a creature with an attack you can use your bonus action to reduce its movement speed to 0 and prevent it from taking attacks of opportunity until the end of its turn.

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: Sandstorm

Starting at 2nd level, you can use your Channel Divinity to ward off enemies within a storm of sand.

As an action, you present your holy symbol, and create a sandstorm centered on your location. The sandstorm has a 30-foot radius, and is hard to see through. It moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature starts its turn within the sphere you can harm them with one of these effects:

  • Attacks made by the creature have disadvantage.
  • The creature has to make a Constitution Saving Throw against your spell DC or take 2d10 + your cleric level bludgeoning damage and half as much on a successful one.

Desert Dweller

Starting at 6th level, your travels through the deserts grant you special abilities:

  • You gain resistance to fire damage.
  • You arent be affected by difficult terrain.

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

Tremor Master

At 17th level, whenever you roll a 1 or 2 on a damage dice that deals bludgeoning damage you can instead treat it as a maximum roll.

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