Z’Rahk — Traits & Class Features

Cleric  ·  Tempest Domain  ·  The Lightbringers  ·  CY 596

Level Progression

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 32 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 33 Channel Divinity ×1
Destructive Wrath
Turn Undead or Destructive Wrath (max thunder damage only — Tom’s), 1 / short rest.
3rd 342 Rejuvenating Prayers Domain spells: Gust of Wind, Shatter (always prepared).
4th 443 Ability Score Improvement +2 to one ability score, or +1 to two; max 20.
5th 4432 Destroy Undead CR ½ Morning Prayers Domain: Call Lightning, Sleet Storm. Turned undead CR ½ or lower instantly destroyed.
6th 4433 Channel Divinity ×2
Thunderbolt Strike
Lightning damage to Large or smaller: push 10′. If target made its save, it resists being pushed.
7th 44331 Divine Inspiration Domain: Control Water, Ice Storm.
8th 44332 Ability Score Improvement
Destroy Undead CR 1
Divine Strike (1d8 thunder)
Divine Strike (Tom’s) +1d8 thunder on one weapon attack per turn.
9th 443331 Channel Divinity: Inspire
Rolling Thunder
Domain: Destructive Wave, Insect Plague.
10th 543332 Divine Intervention Call on deity; roll ≤ cleric level on d100. If succeeds, can’t use again for 7 days.
11th 5433321 Destroy Undead CR 2 Turn affects Fiends
Divine Inspiration (saves/attacks)
12th 5433321 Ability Score Improvement Extra 2nd Level Slot
13th 54333211 Morning Prayers (+ Wis mod)
14th 54333211 Destroy Undead CR 3
Divine Strike (2d8 thunder)
Extra 3rd Level Slot
Divine Strike (2d8)
Channel Divinity: Inspire +1d4
Rolling Thunder 2/rest
15th 543332111 Rejuvenating Prayers 2/LR
Divine Inspiration 2/SR
16th 543332111 Ability Score Improvement Extra 4th Level Slot
17th 5433321111 Destroy Undead CR 4
Storm Born
Fly speed = walk speed when not underground or indoors.
18th 5433331111 Channel Divinity ×3
19th 5433332111 Ability Score Improvement
20th 5433332211 Divine Intervention (auto) Divine Intervention now succeeds automatically, no roll required.

Cleric Class Features

SPELLCASTING 1st level

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.

Spellcasting Ability: Wisdom
Spell save DC: 8 + proficiency bonus + Wisdom modifier
Spell attack modifier: proficiency bonus + Wisdom modifier

DIVINE DOMAIN — TEMPEST 1st level

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)
1stFog Cloud, Thunderwave
3rdGust of Wind, Shatter
5thCall Lightning, Sleet Storm
7thControl Water, Ice Storm
9thDestructive Wave, Insect Plague

CHANNEL DIVINITY 2nd level  ·  1/rest → 2/rest (6th) → 3/rest (18th)

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).


ABILITY SCORE IMPROVEMENT 4th / 8th / 12th / 16th / 19th level

Increase one ability score by 2, or two ability scores by 1 each. No ability score can exceed 20 using this feature.


DESTROY UNDEAD 5th level

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 LevelDestroys Undead of CR…
5th½ or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

DIVINE INTERVENTION 10th level  ·  Automatic at 20th

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.


Tempest Domain Features

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.

BONUS PROFICIENCIES 1st level — Tempest Domain

At 1st level, you gain proficiency with martial weapons and heavy armour.


WRATH OF THE STORM 1st level — Tempest Domain

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.

Uses: Wisdom modifier (minimum 1). Regain all expended uses on a long rest.

CHANNEL DIVINITY: DESTRUCTIVE WRATH 2nd level — Tempest Domain

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.

Tom’s Rules modification: you may only maximise thunder damage with this feature, not lightning damage.

THUNDERBOLT STRIKE 6th level — Tempest Domain

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.

Tom’s Rules addition: if the effect grants a saving throw and the creature makes its save, it resists being moved.

DIVINE STRIKE 8th level — Tempest Domain  ·  2d8 at 14th

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.


STORM BORN 17th level — Tempest Domain

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.


Tom’s Rules — Cleric

Custom rules and modifications applying to Z’Rahk. Tom’s Rules text is shown in red throughout the document.

RITUAL CASTER (Tom’s Rules) 1st level

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.


GENERAL CLERIC MODIFICATIONS (Tom’s Rules) Various levels
  • A cleric may change one spell in memory during a short rest.
  • Channel Divinity to turn undead also affects fiends at 11th level.
  • Divine Intervention does not take an action if it is unsuccessful. If successful, duplicate spell effects equal in spell levels to the cleric’s level (e.g. at 10th level, 10 spell levels of effects).

EXTRA SPELL SLOTS (Tom’s Rules) 12th / 14th / 16th level

Clerics gain extra spell slots beyond the standard table:

  • 12th level: gain an extra 2nd level spell slot.
  • 14th level: gain an extra 3rd level spell slot.
  • 16th level: gain an extra 4th level spell slot.

CHANNEL DIVINITY: DIVINE INSPIRATION (Tom’s Rules) 9th level  ·  +1d4 at 14th

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.


REJUVENATING PRAYERS (Tom’s Rules) 3rd level  ·  1/LR  ·  2/LR at 15th

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.


MORNING PRAYERS (Tom’s Rules) 5th level

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.


DIVINE INSPIRATION (Tom’s Rules) 7th level  ·  1/SR → 2/SR at 15th

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.


DIVINE STRIKE — TEMPEST (Tom’s Rules) 8th level  ·  2d8 at 14th  ·  Thunder damage

At 8th level clerics gain the ability to add damage to one melee attack per turn. For the Tempest Domain this is thunder damage.

  • 8th level: +1d8 thunder damage to one melee attack per turn.
  • 14th level: increases to +2d8 thunder damage.

Tempest Domain — Tom’s Rules

DESTRUCTIVE WRATH — MODIFICATION (Tom’s Rules) 2nd level

Channel Divinity: Destructive Wrath cannot be used to maximise lightning damage — only thunder damage may be maximised using this feature.


THUNDERBOLT STRIKE — ADDITION (Tom’s Rules) 6th level

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.


ROLLING THUNDER (Tom’s Rules) 9th level  ·  1/SR → 2/SR at 14th

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.