The clerics who inhabit the wastes of Athas are very different from those of a standard D&D campaign. They do not pray to patron deities, for they have no deities. Clerics beneath the dark sun pledge themselves to the very powers that dwell on the elemental planes. Like the Athasian deserts, the elemental powers are neither benevolent nor malevolent, caring only that their natural forms are preserved in the material world. To preserve what they can in a dying world, the elements forge pacts with a select few beings and through them hope to replenish a decaying planet to the ancient, carefree days of power.
The clerics who do the elementals' bidding are a strange and varied lot. Some teach crop rotation in order to protect and restore the earth of the harsh planet. Others command the power of flame for little more than vengeance’s sake. Whatever their motivations, each cleric is bound and sworn to preserve her patron element in the physical world. Few ever renounce the solemn agreement: to forsake the Pact is to incur the wrath of beings who possess the raw power of the elements.
Use the defaults from the Player's Handbook or Xanathar's unless changes are mentioned below. From any other book please check with the DM.
The pacts forged by the elemental beings with the mortals who serve them are strange and terrible contracts. The elementals demand nothing less than the entire lives of the clerics, spent in total service and obedience to their element. In exchange, the elements bestow what powers they have to give upon their clerics. Some are great, some weak, but all of them demand the cleric's total commitment. The pact is signed during the cleric’s initiation, if she succeeds; failure means insanity, death, and occasionally even worse fates. Violations of the various pacts are dealt with quickly and without pity.
The traditional domains are replaced with Air (also known as storm), Earth (sand), Fire (sun) and Water (rain).
Traditional symbols are replaced with a physical embodiment of your element. Earth clerics commonly use small chunks of granite, quartz, or precious metal, and those with resources may mount it in a staff or medallion. A water cleric likely has a vial of pure water worn around the neck, though a waterskin of untainted water could suffice. Fire clerics prefer obsidian stone, often carved into the shape of flames. Air clerics are the most fortunate, not tied by material possessions, and may use a gentle puff of their own breath as a holy symbol.
You can speak the Primordial language of your element at 1st level.
Create or Destroy Water affects and produces only 1 gallon per casting and at each higher spell slot. Only Water clerics can learn this spell. The spell Create Food and Water does not exist.
Clerics who make pacts with the Plane of Air are perhaps the most misunderstood of all the elemental clerics. They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation.
Air clerics prize freedom over all. They loathe restriction in movement, personalities, beliefs, practices, clothing, and any attempt to impose limitations. This makes them enemies of bondage and slavery. The growing power of the sun has made the air angry, dry and lifeless, unable to power hurricanes and typhoons. Air clerics are obligated to protect earth and water in the hopes mighty forests might sway again and raging oceans fill the silt basins, bringing back unbridled freedom.
Air can be destructive and powerful, but it also can distract and obscure. Choose either the Tempest or Trickery domain from the PHB, adjusted as follows:
At 1st level you gain proficiency with all ammunition weapons. This replaces the Tempest bonus proficiency and is added to the Trickster domain.
Cleric Level
Spells
1st
feather fall, thunderwave
3rd
gust of wind, shatter
5th
call lightning, fly
7th
conjure minor elementals (air), freedom of movement
9th
conjure elemental (air), destructive wave
Cleric Level
Spells
1st
disguise self, unseen servant
3rd
mirror image, silence
5th
blink, dispel magic
7th
conjure minor elementals (air), dimension door
9th
conjure elemental (air), mislead
Trickster Divine Strike: replace poison damage with lightning damage.
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.
Because air, fire, and water all depend on growing things for their enrichment, and because earth alone must sustain itself, it is the earth clerics who must carry on the burden of preventing the environmental holocaust looming over Athas, such as teaching proper agricultural techniques and slaying defilers who would turn usable elements to ash. For, if they do not preserve the land, will not the death of Athas weigh upon their shoulders?
All things return to the earth and all elements are dependent on the earth. This gives Earth clerics diversity in their selection of powers. Choose from the War, Nature, or Grave (Xanathar) domains, adjusted as follows:
Cleric Level
Spells
1st
shield of faith, thunderous smite
3rd
magic weapon, spiritual weapon
5th
elemental weapon (acid), spirit guardians
7th
conjure minor elementals (earth), stoneskin
9th
conjure elemental (earth), wall of stone
Channel Divinity: Replace Guided Strike with "Rock Solid." You can use your reaction when being hit to gain resistance to all damage from that hit except psychic damage, and you are immune to effects from that hit that would knock you prone or shove you. At 6th level, rename War God's Blessing to "Earth Fury."
Cleric Level
Spells
1st
animal friendship, speak with animals
3rd
barkskin, spike growth
5th
plant growth, meld into stone
7th
conjure minor elementals (earth), grasping vine
9th
conjure elemental (earth), insect plague
Replace Master of Nature with "Avatar of Earth." At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Cleric Level
Spells
1st
bane, false life
3rd
gentle repose, ray of enfeeblement
5th
revivify, vampiric touch
7th
conjure minor elementals (earth), death ward
9th
antilife shell, conjure elemental (earth)
Fire is the feared domain of destructive power, rarely seen as nurturing and life-giving. Most fire clerics are impulsive and destructive like their element, and seen as madmen who randomly destroy precious organic material. Yet, fire wipes away the old so the land can grow back stronger. They sometimes jest “to destroy the world is to destroy the defilers,” and no one is quite sure if they are truly joking.
Fire clerics are expected to preserve Athas so it can be destroyed again and grow back stronger. They encourage the growth of forests, cities, and fields. This pact leads them to directly oppose all defilers and sorcerer kings, but their ways are too eccentric to form lasting alliances with druids, who share the same goal.
Fire is a destroyer and creator. Choose from the Light (sun) or Forge (Xanathar) domains, adjusted as follows:
Cleric Level
Spells
1st
burning hands, hellish rebuke
3rd
flaming sphere, scorching ray
5th
daylight, fireball
7th
conjure minor elementals (fire), wall of fire
9th
conjure elemental (fire), flame strike
Bonus Cantrip. Replace light with produce flame.
Cleric Level
Spells
1st
continual flame, searing smite
3rd
heat metal, magic weapon
5th
elemental weapon (fire), protection from enegy
7th
conjure minor elementals (fire), wall of fire
9th
conjure elemental (fire), creation
Channel Divinity. Replace Artisan's Blessing with "Fiery Defense." At 2nd level, as an action, you channel fiery energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes fire damage equal to 2d10 + your cleric level.
Water is the rarest of domains, life-giving and life-taking, with a severe and unforgiving animosity to any who would defile a well or plants. Clerics of water instinctively sense a duty to perform an age-old function of being healer and bringer of life regardless of the morals of the target, and they bear a sadness to the moisture that has been lost by defilement. Some eventually go insane, consumed by the thirst of this land and an inability to quench it. They worship by finding the dew of the morning and encouraging it, or keeping the lifeblood from needlessly spilling onto barren land (if it falls on fertile land, that is another matter). Because water can be found in all living things, they have access to powers that can restore, or manipulate, beings. Water nourishes and is a part of all beings. Choose from the Life or Knowledge domains, adjusted as follows:
At first level, you can chew on nearly anything to extract moisture. Your water needs are halved.
Cleric Level
Spells
1st
create or destroy water (modified), cure wounds
3rd
lesser restoration, spiritual weapon
5th
beacon of hope, revivify
7th
conjure minor elementals (water), death ward
9th
conjure elemental (water), mass cure wounds
Divine Strike. Replace radiant damage with cold damage.
Cleric Level
Spells
1st
command, create or destroy water (modified)
3rd
augury, suggestion
5th
nondetection, speak with dead
7th
conjure minor elementals (water), confusion
9th
conjure elemental (water), scrying
Channel Divinity. Modify Knowledge of the Ages. You may also gain proficiency with a weapon or armor that you touch.
Visions of the Past. Modify: object reading also functions as an identify spell.