LibraryOgre
2023-03-02, 01:02 PM
So, 2e Dark Sun clerics are weird. There are no real gods on Athas, and may never have been (it's an argument). Instead, clerics are linked to Elemental Patrons, Druids to Spirits of the Land, and Templars to Sorcerer-Kings. Which to me, says "Warlock". So, in my 5e Dark Sun, there are no Clerics, no Druids, just variations on Warlocks. One thing about Dark Sun clerics is that they were NOT good healers; they had minor access to Cosmos, which contained most of the healing spells. Templars and Druids, with Major Access to Cosmos were better, but this version reduces both to relatively poor healers (though Druids are better, as you will see).
Pact of the Chain Modification: Instead of pseudodragons, imps, quasits, or sprites, those with an elemental patron choose from among smoke (fire or air), steam (fire, air, or water), dust (air, earth, or water), mud (earth or water), or magma (fire or earth) mephits.
Elemental Clerics
Earth
Expanded Spells
1 Earth Tremor, Entangle
2 Maximillian's Earthen Grasp, Spike Growth
3 Erupting Earth, Elemental Weapon (acid or bludgeoning)
4 Stone Shape, Stone Skin
5 Wall of Stone, Conjure Elemental
Granted Powers
1 Tremorsense. Begins at 10', increasing by 10' at levels 6, 10, and 14. Know the Mold Earth Cantrip as a warlock cantrip. If you take the Eldritch Blast cantrip, it does either bludgeoning or acid damage (chosen when cast), not force.
6 Resistance to weapons made of stone or wood. Can Meld Into Stone (as spell) at will.
10 When melding into stone, you can now choose up to five willing creatures that you can see within 30 feet of you, provided available stone is large enough to contain all of you.
As a bonus action, you can eject any number of creatures from the vessel.
In addition, anyone (including you) who remains within the stone for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. (blatantly borrowed from the Genie patron)
14 Earth elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Additionally, when firmly planted on earth or stone, you may use your bonus action to recover hit points equal to your proficiency bonus, or dispel one level of exhaustion from yourself. You may use this feature a number of times per short rest equal to your Charisma bonus.
Air
Expanded Spells
1 Thunderwave, Fog Cloud
2 Gust of Wind, Warding Wind
3 Call Lightning, Lightning Arrow
4 Storm Sphere, Freedom of Movement
5 Control Winds, Conjure Elemental
Granted Powers
1 Know the Gust Cantrip, as Warlock cantrip. If take Eldritch Blast, does Lightning or Thunder damage (chosen at casting), not force. As a reaction, may impose disadvantage on one missile attack from a weapon.
6 Constantly affected by Feather Fall spell (self only). Ignores disadvantage for long-range missile fire.
10 May assume Gaseous Form (as spell) at will for up to Proficiency Bonus + Charisma bonus minutes per long rest. Must be taken in 1 minute increments.
14 Air elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Blindsight (when exposed to air) to 60'.
Fire
Expanded Spells
1 Burning Hands, Searing Smite
2 Continual Flame, Flame Blade
3 Fireball, Haste
4 Fire Shield, Wall of Fire
5 Flame Strike, Conjure Elemental
Granted Powers
1 If take Eldritch Blast, does Fire damage, not force. Knows Control Flames as Warlock Cantrip. Warding Flare per Light Cleric, using Charisma not Wisdom
6 Once per long rest, If reduced to 0 HP, can use reaction to instead be reduced to 1 HP, and inflict fire damage equal to half warlock level + charisma bonus to all in 10'. (from Phoenix Sorcerer, UA)
10 Resist Fire and Cold Damage.
14 Fire elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) When you expend a spell slot to cast a spell that does fire damage, heal spell slot+ Charisma bonus HP. (from Phoenix sorcerer, UA)
Water
Expanded Spells
1 Fog Cloud, Ice Knife
2 Blur, Snilloc's Snowball Swarm
3 Sleet Storm, Water Breathing
4 Control Water, Watery Sphere
5 Cone of Cold, Conjure Elemental
Granted Powers
1 If take Eldritch Blast, does cold or bludgeoning damage (choose at casting), not force. Know Shape Water cantrip as Warlock Cantrip. Add Create Water to spells know. May cast Create Water 1 per long rest without spending spell slot.
6 Resistance to Cold. Requires half normal water requirement.
10 Resistance to Fire. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest. (from UA Sea Sorcerer)
14 Water elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Requires no water, cannot drown.
Heart
Pact of the Chain Modification: Instead of pseudodragons, imps, quasits, or sprites, those with an elemental patron choose from among smoke (fire or air), steam (fire, air, or water), dust (air, earth, or water), mud (earth or water), or magma (fire or earth) mephits.
Elemental Clerics
Earth
Expanded Spells
1 Earth Tremor, Entangle
2 Maximillian's Earthen Grasp, Spike Growth
3 Erupting Earth, Elemental Weapon (acid or bludgeoning)
4 Stone Shape, Stone Skin
5 Wall of Stone, Conjure Elemental
Granted Powers
1 Tremorsense. Begins at 10', increasing by 10' at levels 6, 10, and 14. Know the Mold Earth Cantrip as a warlock cantrip. If you take the Eldritch Blast cantrip, it does either bludgeoning or acid damage (chosen when cast), not force.
6 Resistance to weapons made of stone or wood. Can Meld Into Stone (as spell) at will.
10 When melding into stone, you can now choose up to five willing creatures that you can see within 30 feet of you, provided available stone is large enough to contain all of you.
As a bonus action, you can eject any number of creatures from the vessel.
In addition, anyone (including you) who remains within the stone for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. (blatantly borrowed from the Genie patron)
14 Earth elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Additionally, when firmly planted on earth or stone, you may use your bonus action to recover hit points equal to your proficiency bonus, or dispel one level of exhaustion from yourself. You may use this feature a number of times per short rest equal to your Charisma bonus.
Air
Expanded Spells
1 Thunderwave, Fog Cloud
2 Gust of Wind, Warding Wind
3 Call Lightning, Lightning Arrow
4 Storm Sphere, Freedom of Movement
5 Control Winds, Conjure Elemental
Granted Powers
1 Know the Gust Cantrip, as Warlock cantrip. If take Eldritch Blast, does Lightning or Thunder damage (chosen at casting), not force. As a reaction, may impose disadvantage on one missile attack from a weapon.
6 Constantly affected by Feather Fall spell (self only). Ignores disadvantage for long-range missile fire.
10 May assume Gaseous Form (as spell) at will for up to Proficiency Bonus + Charisma bonus minutes per long rest. Must be taken in 1 minute increments.
14 Air elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Blindsight (when exposed to air) to 60'.
Fire
Expanded Spells
1 Burning Hands, Searing Smite
2 Continual Flame, Flame Blade
3 Fireball, Haste
4 Fire Shield, Wall of Fire
5 Flame Strike, Conjure Elemental
Granted Powers
1 If take Eldritch Blast, does Fire damage, not force. Knows Control Flames as Warlock Cantrip. Warding Flare per Light Cleric, using Charisma not Wisdom
6 Once per long rest, If reduced to 0 HP, can use reaction to instead be reduced to 1 HP, and inflict fire damage equal to half warlock level + charisma bonus to all in 10'. (from Phoenix Sorcerer, UA)
10 Resist Fire and Cold Damage.
14 Fire elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) When you expend a spell slot to cast a spell that does fire damage, heal spell slot+ Charisma bonus HP. (from Phoenix sorcerer, UA)
Water
Expanded Spells
1 Fog Cloud, Ice Knife
2 Blur, Snilloc's Snowball Swarm
3 Sleet Storm, Water Breathing
4 Control Water, Watery Sphere
5 Cone of Cold, Conjure Elemental
Granted Powers
1 If take Eldritch Blast, does cold or bludgeoning damage (choose at casting), not force. Know Shape Water cantrip as Warlock Cantrip. Add Create Water to spells know. May cast Create Water 1 per long rest without spending spell slot.
6 Resistance to Cold. Requires half normal water requirement.
10 Resistance to Fire. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest. (from UA Sea Sorcerer)
14 Water elemental creatures (elementals, drakes, genies, etc.) must pass a Wisdom saving throw to harm you or include you in area of effects. (per Land Druid, Nature's Sanctuary) Requires no water, cannot drown.
Heart