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Specialty Cleric: Earth Temple Cultist of the Black Earth

The Temple of Elemental Evil is home to a dark and twisted sect of clerics who worship the Elder Elemental God. These zealots, bound by their devotion to the chaotic forces of the elements, lead the four great Elemental Temples within the Greater Temple of the Elder Elemental Eye. Each of these temples—Earth, Air, Fire, and Water—commands its own faction, fostering their own unique interpretations of destruction, domination, and elemental supremacy. While they squabble and vie for dominance within the Temple, their collective goal remains the same: unleashing raw elemental devastation upon the world.

These Elemental Clerics are not mere standard clerics. They wield unique spells and abilities granted through dark rites and eldritch pacts, gaining control over their respective elements in exchange for unwavering servitude. Each priestly order is led by a Prophet, the highest-ranking member of their sect, and filled with devoted zealots willing to die for their cause.

The Four Elemental Temples

The clergy of the Elder Elemental God is divided into four primary orders, each representing one of the corrupted elemental forces. Their interpretations of divine power vary, but all share the same goal: furthering the influence of the Elder Elemental Eye and spreading destruction in its name.

Temple of the Black Earth

The Cult of the Black Earth reveres earth as the ultimate force of destruction and domination. Their priests—called Stone Prophets or Dread Delvers—wield the power of stone, tremors, and unyielding endurance to bring ruin to civilization and reshape the land in the name of the Elder Elemental Eye. These fanatics see Romag, the Prophet of Earth, as their divine voice, interpreting omens in stone formations and cave collapses.

Specialty Cleric: Earth Temple Cultist of the Black Earth
(1st Edition Advanced Dungeons & Dragons)

Earth Temple Cultist of the Black Earth (specialty cleric)

(1st Edition Advanced Dungeons & Dragons)

The Cult of the Black Earth reveres earth as the ultimate force of destruction and domination. Their priests—called Stone Prophets or Dread Delvers—wield the power of stone, tremors, and unyielding endurance to bring ruin to civilization and reshape the land in the name of the Elder Elemental Eye. These fanatics see Romag, the Prophet of Earth, as their divine voice, interpreting omens in stone formations and cave collapses.

hit dice: 1d8
hit points at 1st level:
hit points at higher levels:
armor proficiencies: All armor types, including shields (prefer heavy armor made of stone or reinforced metal)
weapon proficiencies: Mace, Warhammer, Staff, Pick, Sling
tools:
saving throws: -
  • Paralyzation, Poison, or Death Magic: +2 bonus
  • Petrification or Polymorph: +4 bonus
  • Breath Weapon: Standard Cleric progression
  • Rod, Staff, or Wand: Standard Cleric progression
  • Spells: Standard Cleric progression
  • skills: Turn Undead
    starting equipment:

    Elemental Priest robes




    spellcasting:

    Spells of the Black Earth

    In addition to normal cleric spells, Earth Temple clerics gain access to the following unique spells.

    Cantrips (0-Level)

    Magic Stone – Enchants three stones to deal magical damage when thrown.

    Mold Earth – Shifts and shapes loose earth and dirt.

    1st-Level Spells

    Earth Tremor – Creates a localized quake, knocking enemies prone.

    2nd-Level Spells

    Earthbind – Pulls a flying creature down with tendrils of stone.

    Maximilian’s Earthen Grasp – Summons a giant stone hand to grapple a foe.

    3rd-Level Spells

    Erupting Earth– Causes the ground to explode violently, dealing area damage.

    Higher-Level Spells

    (Optional Additions for Future Expansions)

    • Stone Shape (4th Level) – Mold rock into weapons, armor, or barriers.
    • Summon Earth Elemental (4th Level) – Calls forth an air elemental.
    • Conjure Earth Elemental (5th Level) – Summons a greater air elemental to obey the priest’s commands.
    • Wall of Stone (5th Level) – Raise a near-impenetrable barrier of rock.
    • Move Earth (6th Level) – Shift and reshape entire landscapes.
    • Earthquake (7th Level) – Create a devastating seismic event.

    class features:

    Specialty Cleric Bonus Abilities and Spells

    • Earth’s Endurance (Level 1): Clerics of the Black Earth gain a +2 bonus to saving throws vs. petrification and polymorph. They cannot be knocked prone by non-magical forces.
    • Tremorsense (Level 3): the cleric can sense vibrations through the ground, detecting movement within 30 feet, even through walls and barriers.
    • Earthen Ward (Level 5): the cleric may invoke the resilience of stone, gaining resistance to all physical damage (half damage) for 1 turn per day.
    • Burrower's Will (Level 7): the cleric may pass through solid stone or earth as if using the Passwall spell once per day. This effect lasts for one round per level.
    • Call of the Depths (Level 10): the cleric may summon a Medium Earth Elemental (8 HD) once per day. The elemental obeys for 1 turn per level or until dismissed.
    • Unyielding Body (Level 13): the cleric gains immunity to petrification, paralysis, and non-magical bludgeoning damage. Their skin becomes stone-like, giving them +2 to AC permanently.

    subclass options:

    Rituals and Practices

    • Initiation Rite: New acolytes must be buried alive under a heavy stone slab, relying on prayer and faith to survive as they dig themselves free.
    • Symbolic Sacrifices: Victims are petrified into statues or crushed beneath boulders as offerings to the Elder Elemental Eye.
    • Prophecies in Stone: High priests read cracks in the earth and rockslides to divine omens.

    Granted Divine Powers

    Spells

    Xanathar's Guide to Everything

    Earth Tremor

    1-level Evocation

    Casting Time 1 action
    Range Self (10-foot radius)
    Duration Instantaneous
    Components V,S

    You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Earthbind

    2-level Evocation

    Casting Time 1 action
    Range 300 feet
    Duration Concentration, 1 minute
    Components V

    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard

    Player's Handbook

    Earthquake

    8-level Evocation

    Casting Time 1 action
    Range 500 feet
    Duration Concentration, 1 minute
    Components V,S,M (dirt, stone, and clay)

    You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.   The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.   When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.   This spell can have additional effects depending on the terrain in the area, as determined by the DM.     Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).   Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

    Class(es): Cleric, Druid, Sorcerer

    Xanathar's Guide to Everything

    Erupting Earth

    3-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V,S,M (obsidian)

    Choose a point you can see on the ground within range. The earth begins to churn and erupt in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.

    Class(es): Druid, Sorcerer, Wizard

    PHB

    Magic Stone

    0-level (Cantrip) Transmutation

    Casting Time 1 Bonus Action
    Range Touch
    Duration 1 Minute
    Components V, S

    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.   If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

    Class(es): Artificer, Druid, Warlock, Cleric (Nature Domain)

    Elemental Evil Player's Companion , pg. 161

    Maximilian’s Earthen Grasp

    2-level Transmutation

    Casting Time 1 action
    Range 30 ft (5 ft)
    Duration 1 minute
    Components V, S, M
    Materials A miniature hand sculpted from clay.

    Damage Type: Bludgeoning   Saving Throws: Strength   Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.   As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

    Class(es): Wizard, Sorcerer

    PHB

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    “The Black Earth is the unyielding stone! The earth quakes, the mountains fall—elemental ruin shall awaken the Elder Elemental God!”

    TOEE Elemental Eye Cult by 3orcs

    Cult of the Black Earth (Earth Temple)

    • Philosophy: Strength, endurance, and inevitability. The Earth will consume all, grinding civilization into dust beneath unyielding stone.
    • Leader: Romag , Prophet of Earth
    • Primary Spells: Petrification, earthquakes, and earth-based fortifications.
    • Symbol: A triangular glyph representing stability and power.
    • Doctrine: The world must return to its primordial state, where only the strong survive, and civilization crumbles under the weight of unrelenting stone.

    Type
    Religious, Cult
    Leader
    Ruling Organization
    Location
    Related Species
    Black Earth Guard

    The Black Earth Guard are the frontline warriors of the Cult of the Black Earth, heavily armored zealots dedicated to the destruction and subjugation of all that stands against elemental earth. These soldiers act as both temple enforcers and shock troops in battle, wielding brutal weapons and clad in enchanted plate forged from stone. They embody the cult’s ideals of endurance, patience, and overwhelming force, standing unyielding in the face of opposition.

    Black Earth Guard

    Medium humanoid, neutral evil
    Armor Class 18 (plate)
    Hit Points 48
    Speed 30ft

    STR
    17 +3
    DEX
    11 0
    CON
    14 +2
    INT
    10 0
    WIS
    10 0
    CHA
    9 -1

    Challenge 6th level fighter


    Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.


    Actions

    Multiattack. The guard makes two melee attacks.   Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


     

    Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogremoch. That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down when the guard is slain.   These guards are fanatically loyal to the Black Earth priests and the leaders of the cult. They fight to the death if commanded to do so by their superiors. Those with more potential become burrowsharks.


    Black Earth Priest

    The Black Earth Priests are the spiritual leaders and masterminds of the Cult of the Black Earth, wielding divine power to shape the ground beneath their enemies and lead the cult in its mission of destruction. These twisted zealots believe that Ogremoch, the Prince of Elemental Earth, is a divine force that will one day rule the world. They act as organizers, preachers, and enforcers, ensuring that the cult operates with ruthless efficiency and unwavering fanaticism.

    Black Earth Priest

    Medium humanoid, any
    Armor Class 17 (splint)
    Hit Points 30
    Speed 30ft

    STR
    15 +2
    DEX
    11 0
    CON
    14 +2
    INT
    12 +1
    WIS
    10 0
    CHA
    16 +3

    Challenge 5th level priest

    The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:   Cantrips (at will): acid splash, blade ward, light, mending, Mold Earth*
    1st level (4 slots):

    Xanathar's Guide to Everything

    Earth Tremor

    1-level Evocation

    Casting Time 1 action
    Range 10 feet
    Duration Instantaneous
    Components V, S

    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard
    r,* expeditious retreat, shield
    2nd level (3 slots): shatter, spider climb
    3rd level (2 slots): slow


    Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.


    Actions

    Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage


     

    The priests of the Black Earth are the drivers and organizers of Ogremoch’s cult. They are the true believers, seeing Ogremoch as a divine force, and they have developed a twisted dogma to explain how the evil of elemental earth is destined to remake the world and rule over all. The Black Earth priests form a cabal of leaders whose fanaticism and magical power serve as the backbone of the cult. Individuals of unusual power hold higher rank in the cult, but the priests provide the cult leader with his or her authority over the rest of Ogremoch’s followers.




    Cover image: Temple of Elemental Evil Campaign by 3orcs

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