Class: Cleric
Tempest Domain
Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm.
Level progression
The table shows both the class and the subclass features.
| Level | Features | Subclass | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | Subclass Choice Domain SpellsYou gain spells from your domain. They are Always Prepared. Cure WoundsHeal a creature you can touch. Guiding BoltThe next Attack Roll against this target has Advantage. Healing WordHeal a creature you can see. Inflict WoundsPutrefy a creature with the necrotic energy filling your hands. Shield of FaithProtect a creature from attacks: increase its Armour Class by 2. BaneUp to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws. BlessBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. CommandCommand a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Create or Destroy WaterCall forth rain or destroy a water-based surface. Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. SanctuaryYou or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. Choose 2 skills 5 optionsHistory, Insight, Medicine, Persuasion, ReligionChoose 3 cantrips 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | Wrath of the StormAs a reaction strike back at an attacking creature, dealing 2d8 Lightning damage or 2d8 Thunder damage. The target takes half damage on a successful Saving Throw. ThunderwaveRelease a wave of thunderous force that pushes away all creatures and objects. Fog CloudThe cloud Blinds and Heavily Obscures creatures within it. | — | 12 |
| 2 | Turn UndeadPray to Turn all undead that can see you. | Destructive WrathWhen you roll Thunder or Lightning damage, you can use your Channel Divinity to deal maximum damage instead. | Channel Divinity1 | 13 |
| 3 | AidHeal your allies and increase their hit point maximum by 5 hit points. BlindnessBlind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. Calm EmotionsHumanoids can't be Charmed, Frightened, or become enraged. Enhance AbilityBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Hold PersonHold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m are always Critical Hits. Lesser RestorationCure a creature from disease, poison, paralysis or blindness. Prayer of HealingHeal all allies you can see. Protection from PoisonTouch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. SilenceCreate a sound-proof sphere. All within are Silenced and Immune to Thunder damage. Spiritual WeaponSummon a floating, spectral weapon that attacks your enemies alongside you. Warding BondWard an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the ally takes damage, you take the same amount of damage. | ShatterDamages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. Gust of WindSummon a strong wind that clears all clouds and pushes creatures back 5 m, forcing them Off Balance. | Channel Divinity1 | 1422 |
| 4 | Choose 1 cantrip 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | — | Channel Divinity1 | 1423 |
| 5 | Destroy UndeadWhen you successfully Turn an undead creature, it also takes 4d6 Radiant damage. Animate DeadCreate an undead servant from a corpse. Beacon of HopeYour allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. Bestow CurseCurse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. DaylightEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Feign DeathPut an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect. Glyph of WardingInscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger. Mass Healing WordHeal your nearby allies. Protection from EnergyTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Remove CurseTouch a creature or object to remove all Curses and Hexes affecting it. RevivifyRevive a companion. They return to life with 1 hit point. Speak with DeadGrant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. Spirit GuardiansCall forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved. | Call LightningLightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. Sleet StormCall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. | Channel Divinity1 | 142332 |
| 6 | — | Thunderbolt StrikeWhen you deal Lightning or Thunder damage to a creature that is Large or smaller, you can also push it up to 3 m. | Channel Divinity2 | 142333 |
| 7 | BanishmentTemporarily Banish your target to another plane of existence. Death WardProtect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. Guardian of FaithCall forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. | Ice StormImpel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. | Channel Divinity2 | 14233341 |
| 8 | Divine Strike: ThunderOnce per turn deal 1d8 Thunder damage in addition to your weapon's Melee Weapon damage when you make a melee attack. | Channel Divinity2 | 14233342 | |
| 9 | ContagionPoison a target and possibly afflict them with a disease of your choice. Dispel Evil And GoodAberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. Flame StrikeMake a pillar of divine fire roar down from the heavens like the wrath of affronted angels. Greater RestorationTouch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. Insect PlagueLocusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. Mass Cure WoundsUnleash a soothing hum of energy that heals you and nearby allies. Planar BindingTarget an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | Destructive WaveCreate a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. Insect PlagueLocusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. | Channel Divinity2 | 1423334351 |
| 10 | Divine InterventionYou can cast Divine Intervention to invoke your God's aid. Once used, this can never be used again. Choose 1 cantrip 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | — | Channel Divinity2 | 1423334352 |
| 11 | Blade BarrierSummon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. Create UndeadRaise a corpse as a heinous mummy that fights by your side. HarmReduce a target's maximum hit points, but never below 1. HealHeal a target's wounds and remove Blindness and any diseases. Heroes' FeastYou and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Planar AllyBeseech one of these otherworldly entities for aid. | — | Channel Divinity2 | 142333435261 |
| 12 | — | Channel Divinity2 | 142333435261 |