Cleric · Tempest Domain · The Lightbringers · CY 596
Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules · Blue = Tempest Domain feature
| Level | Ct | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Class Features | Tom’s Rules | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 2 | – | – | – | – | – | – | – | – |
Spellcasting Divine Domain (Tempest) Bonus Proficiencies Wrath of the Storm |
Prepare Wis mod + level spells; martial weapons & heavy armour prof.; Wrath of Storm = reaction 2d8 lightning/thunder, Wis mod / long rest. | |
| 2nd | 3 | 3 | – | – | – | – | – | – | – | – |
Channel Divinity ×1 Destructive Wrath |
Turn Undead or Destructive Wrath (max thunder damage only — Tom’s), 1 / short rest. | |
| 3rd | 3 | 4 | 2 | – | – | – | – | – | – | – | — | Rejuvenating Prayers | Domain spells: Gust of Wind, Shatter (always prepared). |
| 4th | 4 | 4 | 3 | – | – | – | – | – | – | – | Ability Score Improvement | +2 to one ability score, or +1 to two; max 20. | |
| 5th | 4 | 4 | 3 | 2 | – | – | – | – | – | – | Destroy Undead CR ½ | Morning Prayers | Domain: Call Lightning, Sleet Storm. Turned undead CR ½ or lower instantly destroyed. |
| 6th | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
Channel Divinity ×2 Thunderbolt Strike |
Lightning damage to Large or smaller: push 10′. If target made its save, it resists being pushed. | |
| 7th | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – | — | Divine Inspiration | Domain: Control Water, Ice Storm. |
| 8th | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
Ability Score Improvement Destroy Undead CR 1 Divine Strike (1d8 thunder) |
Divine Strike (Tom’s) | +1d8 thunder on one weapon attack per turn. |
| 9th | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | — |
Channel Divinity: Inspire Rolling Thunder |
Domain: Destructive Wave, Insect Plague. |
| 10th | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | Divine Intervention | Call on deity; roll ≤ cleric level on d100. If succeeds, can’t use again for 7 days. | |
| 11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | Destroy Undead CR 2 |
Turn affects Fiends Divine Inspiration (saves/attacks) |
|
| 12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | Ability Score Improvement | Extra 2nd Level Slot | |
| 13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | — | Morning Prayers (+ Wis mod) | |
| 14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
Destroy Undead CR 3 Divine Strike (2d8 thunder) |
Extra 3rd Level Slot Divine Strike (2d8) Channel Divinity: Inspire +1d4 Rolling Thunder 2/rest |
|
| 15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | — |
Rejuvenating Prayers 2/LR Divine Inspiration 2/SR |
|
| 16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | Ability Score Improvement | Extra 4th Level Slot | |
| 17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
Destroy Undead CR 4 Storm Born |
Fly speed = walk speed when not underground or indoors. | |
| 18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Channel Divinity ×3 | ||
| 19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | ||
| 20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Divine Intervention (auto) | Divine Intervention now succeeds automatically, no roll required. |
As a conduit for divine power, you can cast cleric spells. At 1st level you know three cantrips of your choice from the cleric spell list, gaining additional cantrips at higher levels as shown on the Level Progression table.
Preparing Spells. You prepare the list of cleric spells available for you to cast, choosing from the cleric spell list. Choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum 1 spell). You can change your list of prepared spells when you finish a long rest (at least 1 minute per spell level for each spell on your list in prayer and meditation).
Casting Spells. To cast a cleric spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Ritual Casting. You can cast a cleric spell as a ritual if it has the ritual tag and you have it prepared.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.
You have chosen the Tempest Domain. Your domain grants domain spells that you always have prepared; they do not count against the number of spells you can prepare each day. The domain also grants additional features at 1st, 2nd, 6th, 8th, and 17th level.
| Cleric Level | Domain Spells (always prepared) |
|---|---|
| 1st | Fog Cloud, Thunderwave |
| 3rd | Gust of Wind, Shatter |
| 5th | Call Lightning, Sleet Storm |
| 7th | Control Water, Ice Storm |
| 9th | Destructive Wave, Insect Plague |
At 2nd level, you gain the ability to channel divine energy directly from your deity. You start with two Channel Divinity options: Turn Undead and the domain option Destructive Wrath. Some Channel Divinity effects require saving throws; the DC equals your cleric spell save DC. You must finish a short or long rest before using Channel Divinity again (twice from 6th level; three times from 18th level).
Turn Undead. As an action, present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If it fails, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns moving as far from you as possible and can’t move within 30 feet of you, take reactions, or use any action other than Dash (or Dodge if it can’t move).
Increase one ability score by 2, or two ability scores by 1 each. No ability score can exceed 20 using this feature.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below the threshold shown:
| Cleric Level | Destroys Undead of CR… |
|---|---|
| 5th | ½ or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Beginning at 10th level, you can call on your deity to intervene. Describe the assistance you seek and roll percentile dice. If you roll equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after a long rest. At 20th level, the call succeeds automatically — no roll required.
Gods of the Tempest domain — including Talos, Umberlee, Kord, Zeboim, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. Tempest gods send their clerics to inspire fear in the common folk, to keep them on the path of righteousness or to encourage sacrifices of propitiation to ward off divine wrath.
At 1st level, you gain proficiency with martial weapons and heavy armour.
Also at 1st 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 (DC = your spell save DC). The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much on a success.
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Custom rules and modifications applying to Z’Rahk. Tom’s Rules text is shown in red throughout the document.
In addition to normal ritual casting abilities, any class with the Ritual Caster ability may keep a personal book containing ritual spells and ritually cast any spell in that book.
All classes apart from wizards may only write a spell in their book if they have the ability to cast spells one level higher than the level of that spell. The caster must still acquire spells via scrolls or spellbooks unless they are a cleric or druid, but this enables access to those spells without having them in memory.
Clerics gain extra spell slots beyond the standard table:
At 9th level, when you use Channel Divinity all allies within 30′ of you are divinely inspired and gain a +1 bonus to the next d20 roll they make before the end of your next turn. This stacks with Bless.
At 14th level this bonus increases to +1d4.
Additionally, at 11th level Channel Divinity Turn Undead also affects fiends.
You may imbue one of your healing spells with ongoing powers. A single designated recipient of a healing spell you cast will also begin to regenerate. At the start of each of their turns they recover hit points equal to the level of the spell cast, for a number of rounds equal to your Wisdom bonus (minimum 1). Useable once per long rest.
At 8th level the recipient recovers hit points equal to double the level of the spell cast.
At 15th level you may use this power twice per long rest.
When praying for your spells after a long rest you may invite a number of allies equal to your Wisdom bonus to spend 10 minutes praying with you. On one occasion for each such ally (including yourself), a healing spell you cast before the end of your next long rest (or within 24 hours, whichever is shorter) will heal extra hit points equal to half your cleric level.
At 13th level this increases by your Wisdom modifier.
At 9th level you may cast a healing spell as a reaction on one of your invited allies if they spend an action to pray to your deity and are adjacent to you.
Once per short rest you may add your Wisdom bonus to an ability check. You may choose to add the bonus after you know the result you needed and the result of your roll.
At 11th level you may instead add it to a saving throw or attack roll.
At 15th level you may use this ability twice per short rest.
At 8th level clerics gain the ability to add damage to one melee attack per turn. For the Tempest Domain this is thunder damage.
Channel Divinity: Destructive Wrath cannot be used to maximise lightning damage — only thunder damage may be maximised using this feature.
When you deal lightning damage to a Large or smaller creature, you can push it up to 10 feet away. If the effect grants a saving throw and the creature makes its save, it resists being moved.
As a bonus action after casting a spell that causes thunder or lightning damage, you can nominate a number of creatures equal to your Wisdom bonus within 60′ of the effect. The nominated creatures are invigorated by the sounds of the storm and gain temporary hit points for 1 minute equal to your proficiency bonus + (2 × the level of the spell cast).
You may not use this ability again until you take a short rest. At 14th level you may use this ability twice per short rest.