{"name":"Tempest Domain","overview":"Gods whose portfolios include the Tempest domain \u2014 including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor \u2014 govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.","hit_dice":"1d8 per level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per level after 1st","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons","tools":"None","saving_throws":"Wisdom, Charisma","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a mace or (b) a warhammer (if proficient)[\/li]\r\n[li](a) scale mail, (b) leather armor, or (c) chain mail (if proficient)[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a priest\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]A shield and a holy symbol[\/li]\r\n[\/ul]\r\n","spellcasting":"As a conduit for divine power, you can cast cleric spells.\r\n\r\n[b]Cantrips[\/b]\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYou can use a holy symbol as a spellcasting focus for your cleric spells.\r\n[br]\r\n[br]","class_features":"[b]Tempest Domain Spells[\/b]\r\n[table][tr][th]Cleric Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]1st[\/td]\r\n[td]fog cloud, thunderwave[\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]gust of wind, shatter[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]call lightning, sleet storm[\/td]\r\n[\/tr]\r\n[tr][td]7th[\/td]\r\n[td]control water, ice storm[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]destructive wave, insect plague[\/td]\r\n[\/tr][\/table]\r\n[b]Bonus Proficiencies[\/b]\r\n\r\n\r\n\r\nAt 1st level, you gain proficiency with martial weapons and heavy armor.\r\n\r\n[b]Wrath of the Storm[\/b]\r\nAlso 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. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n[b]Channel Divinity[\/b]\r\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\n[b]Channel Divinity: Turn Undead[\/b]\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 30 feet of you. It also can\u2019t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\u2019s nowhere to move, the creature can use the Dodge action.\r\n\r\n[b]Channel Divinity: Destructive Wrath[\/b]\r\nStarting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.\r\n\r\nWhen you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b]Destroy Undead[\/b]\r\nStarting 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 a certain threshold, as shown in the Destroy Undead table.\r\n\r\nDestroy Undead\r\n[table][tr][th]Cleric Level[\/th][th]Destroys Undead of CR...[\/th][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]1\/2 or lower[\/td]\r\n[\/tr]\r\n[tr][td]8th[\/td]\r\n[td]1 or lower[\/td]\r\n[\/tr]\r\n[tr][td]11th[\/td]\r\n[td]2 or lower[\/td]\r\n[\/tr]\r\n[tr][td]14th[\/td]\r\n[td]3 or lower[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]4 or lower[\/td]\r\n[\/tr][\/table]\r\n[b]Thunderbolt Strike[\/b]\r\nAt 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.\r\n\r\n[b]Divine Strike\r\n[\/b]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 to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n[b]Divine Intervention[\/b]\r\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity\u2019s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\r\n\r\nIf your deity intervenes, you can\u2019t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.\r\n\r\n[b]Stormborn[\/b]\r\nAt 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.","subclass_options":"","table_data":"Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Spellcasting, Bonus Proficiencies,\u00a0Wrath of the Storm | 3 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | Channel Divinity (1\/rest), Channel Divinity: Destructive Wrath | 3 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | Destroy Undead (CR 1\/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | Channel Divinity (2\/rest), Thunderbolt Strike | 4 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Strike | 4 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11th| +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17th | +6 | Destroy Undead (CR 4), Stormborn | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Channel Divinity (3\/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"Player's Handbook","jsondata":"","tags":"Subclass, Cleric","templateId":"5460","blockId":"1371083","world":"c6d49992-dffb-42e7-88a5-4f7a5cad3692","folder":"25310","isShared":"on"}