Tempest Domain¶
Wield the Storm and the Sea
Gods of the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, earthquakes, and certain gods of violence, strength, and courage. In some pantheons, a god of this domain rules over others and is known for swift justice delivered by thunderbolts. Tempest gods include Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor.
Level 3: Bonus Proficiencies¶
You gain proficiency with martial weapons and heavy armor.
Level 3: Wrath of the Storm¶
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 save, and half as much on a successful one. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 3: Tempest Domain Spells¶
When you reach a Cleric level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Fog Cloud, Thunderwave, Gust of Wind, Shatter |
| 5 | Call Lightning, Sleet Storm |
| 7 | Control Water, Ice Storm |
| 9 | Destructive Wave, Insect Plague |
Level 3: Channel Divinity — Destructive Wrath¶
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Level 6: Thunderous Strike¶
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Level 17: Stormborn¶
You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Source: Player's Handbook (adapted for 5.5e rules)