The stars of Pash-Mara
Gods of the sands and burning sun, deities of
cloudless nights and storms of cutting wind,
masters of the scorching heat and lords of the
desert all call this domain their own. Often as
merciless as the lands they claim, many are
jealous and generous in equal measure.
Clerics of these deities often escort travelers,
seek forgotten relics, hunt criminals, and war for peace.
Desert Domain Spells
Cleric level Spells
1st create or destroy water, guiding bolt
3rd blur, mirror image
5th daylight, wall of sand
7th blight, greater invisibility
9th commune with nature, mislead
When you select this domain at 1st level, you gain proficiency
in martial weapons.
At 1st level, your god blesses you with the resilience to
survive the harsh landscape of the desert. You no longer need
to eat or drink, and you gain immunity to exhaustion from
desert conditions. You can see through smoke, fog, dust,
swirling sand, and other obscuration caused by gasses.
Finally, you gain proficiency in the Survival skill.
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 until the end of your next turn. Creatures of
your choosing within the area take 1d6 slashing damage per
two cleric levels you possess 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.
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. When you do, you can
use an action to cause a burst of sand to appear, heavily
obscuring a 10-foot cube around you until the start of your
At 8th level, you gain the ability to infuse your weapon strikes
with the deadliest scorpion venom. 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 damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
At 17th level, your god’s domain grows and spreads beyond
its borders. You ignore difficult terrain while in desert
regions, and also gain resistance to fire damage. Whenever
you finish a long rest, you can choose to perform a ritual that
will gradually change the climate of a 10-mile radius to
become hot and dry, with sand slowly billowing up from
nowhere. This need be performed three times in
mountainous or cold environments, twice in temperate
regions, or once in warm, tropical lands to reach full effect.
Creatures of your choosing are immune to any exhaustion
from being exposed to this desert environment.
If you fail to perform this ritual, the unnatural heat will
cease within the day, but the sand will remain as though it