dauntless/content/Classes/Cleric/Tempest Domain.md
2026-03-08 21:51:42 -06:00

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Players Guide 2

Gods of the Tempest domain embody the awesome destructive power of storms, earthquakes, wildfires, and similar natural disasters. Clerics of this domain are often as ferocious as the gods they worship, regarded as fearsome warriors capable of raining divine wrath down on the unjust or unworthy.

Tempest Domain Progression
Cleric Level Features
3rd Channel Divinity: Storms Fury, Tempest Domain Spells, Tempests Herald
7th Thunderclap
11th Cyclonic Stride
15th Storms Shelter

Tempest Domain Spells 

3rd-Level Tempest Feature 

You gain domain spells at the cleric levels listed in the Tempest Domain Spells table. See the Cleric Subclass class feature in the Players Guide for how these spells work.

Tempest Domain Spells
Cleric Level Spells
3rd fog cloud, gust of wind, shatter, thunderwave
5th call lightning, lightning bolt
7th control water, ice storm
9th cone of cold, conjure elemental

Channel Divinity: Storms Fury 

3rd-Level Tempest Feature 

You can use your Channel Divinity feature to invoke the wrath of thunderstorms. When you deal lightning or thunder damage, you can use Storms Fury to deal the maximum damage on each of those damage dice instead of rolling them. 

Alternatively, when you hit a target with a melee weapon attack, you can use your Storms Fury to deal additional lightning or thunder damage equal to the damage of the triggering attack. If the attack is a critical hit, it deals maximum damage on each of its damage dice. 

Tempests Herald 

3rd-Level Tempest Feature 

Your tempestuous divinity grants you an additional benefit determined by which Manifestation of Faith option you chose at 1st level. 

  • Manifest Might. While wearing heavy armor, you are resistant to lightning damage. You can deal either lightning or thunder damage instead of necrotic or radiant damage each time you infuse your weapon with divine energy. 
  • Manifest Miracles. You can change the damage type of any cleric cantrip you cast to either lightning or thunder damage. In addition, you always have the inflict wounds spell prepared, and each time you cast it, you can cause the spell to deal lightning or thunder damage instead of necrotic damage. 

Thunderclap

7th-Level Tempest Feature 

Whenever you deal lightning or thunder damage to a target, you can choose one of the following options:

  • The target has disadvantage on the next save it makes to maintain concentration before the start of your next turn.
  • The target is deafened and cant take reactions until the end of its next turn.
  • The target is pushed 10 feet directly away from you. 

Cyclonic Stride 

11th-Level Tempest Feature 

You gain a flying speed equal to your walking speed and can hover. This feature ends if you spend 24 hours or more underground or are otherwise unable to see the sky.

Storms Shelter 

15th-Level Tempest Feature 

As an action, you surround yourself in a shield of crackling lightning, gaining a number of temporary hit points equal to twice your cleric level. While these temporary hit points remain, you shed bright light for 10 feet and dim light for an additional 10 feet, and you are immune to lightning and thunder damage. A hostile creature that starts its turn within 10 feet of you must make a CON save against your spell save DC. On a failed save, the target takes 3d8 lightning damage. Creatures that wear metal armor or that are composed of metal have disadvantage on the save. 

You can use this feature a number of times equal to your PB, and you regain expended uses when you finish a long rest.