Cleric

 

Cleric: Divine Domain: Tempest

Gods of nature are as varied as the natural world itself. Clerics that follow gods of this domain might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Tempest Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the tempest domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

Tempest Domain Spells

Level

Spells

1

Thunderbolt strike, thunderwave

3

Gust of wind, shatter

5

Call lightning, sleet storm

7

Control water, storm sphere

9

Control winds, destructive wave

Thunderous Might

Starting at 3rd level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away from you.

 

Channel Divinity: Invoke Tempest

Starting at 6th level, you can use your ‘channel divinity’ to imbue your weapon with the destructive force of storms as a bonus action. The weapon deals an extra 2d8 lightning or thunder damage (your choice) the first time you hit a creature with it on a turn. This effect lasts for 1 minute or until you have dealt this extra damage a number of times equal to your Wisdom modifier.

 

Wrath of the Storms

Beginning at 10th level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 + half your cleric level lightning or thunder damage (your choice) on a failed saving throw.

 

Stormborn

At 14th level, you have a fly speed equal to your current walking speed. This speed is doubled whenever you are not underground or indoors, and you are immune to the effects of non-magical wind.