{"name":"Cleric (Tempest Domain)","overview":"See JoCat's guide to the cleric for dungeons and dragons 5th edition ","hitdice":"d8","hitpointsfirstlevel":"8 + constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your constitution modifier","armorproficiencies":"All armor and shields","weaponproficiences":"All simple and martial weapons ","tools":"None","savingthrows":"Wisdom, Charisma","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion ","equipment":"You start with the following equipment in addition to equipment granted by your background:\r\n(a) a mace or (b) a warhammer (if proficient)\r\n(a) scale mail, (b) leather armor, (c) chain mail (if proficient)\r\n(a) a light crossbow and 20 bolts or (b) any simple weapon\r\n(a) a priests pack or (b) an explorers pack\r\n\r\nAdditionally, you can choose tour starting gear from 5d4 \u00d7 10 gp\r\n\r\nA shield and holy symbol also included no matter what","spellcasting":"Wisdom is spellcasting modifier.\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier.\r\nSpell attack modifier = your proficiency bonus + your wisdom modifier. \r\n\r\nCantrips: You know three cleric cantrips at level 1 (and any other obtained through other methods) and learn more at levels 4 and 10.\r\n\r\nPreparing Cleric Spells: You can prepare a number of cleric spells equal to your Cleric level + Your Wisdom modifier. \r\n\r\nRitual Casting: You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared. \r\n\r\nSpellcasting Focus: You can use a holy symbol as your spellcasting focus.","features":"Divine Domain: Tempest\r\n\r\nChannel Divinity: at 2nd level you gain the channel divinity feature, with at least two effects, turn undead and another determined by your subclass. You must finish a long rest before you regain use of Channel Divinity again. At 6th level. You can use channel divinity twice between long rests and 3 times between lon rests at 18th level.\r\n\r\nChannel Divinity: Turn Undead: as a action, you present your holy symbol and every undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If it fails, it is turned for one minute or until it takes damage. A turned creature must spend its action fleeing from you in the quickest route possible and cant willingly move to a space within 30 feet of you. The creature can only take the dash action ir dash action if movement is impossible.\r\n\r\nASI's at 4th, 8th, 12th, 16th and 19th level\r\n\r\nDestroy Undead: At 5th level, if an undead creature fails its saving throw against turn undead, it is instantly destroyed if its CR is at or below a specified threshold. 5th = 1\/2 or lower, 8th = 1 or lower, 11th = 2 or lower, 14th= 3 or lower, 17th = 4 or lower.\r\n\r\nDivine Intervention: at 10th level, roll a d20. If you roll a number equal or lower to your Cleric level, your deity intervenes. You can make a request, but ultimately, the DM describes the nature of the effect, such as a spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you decant use it again until you complete a long rest. At 20th level, your call for intervention always succeeds","subclasses":"Tempest Domain:\r\n\r\nDomain Spells:\r\n1st level: Fog Cloud, Thunderwave\r\n2nd level: Gust of Wind, Shatter\r\n3rd Level: Call Lighting, Sleet Storm\r\n4th Level: Control Water, Ice Storm\r\n5th Level: Destrutive Wave, Insect Plague\r\n\r\nBonus Proficiencies: martial weapons, and heavy armor\r\nExpanded Spell List: Any spell that deals either only lightning damage or thunder damage is added to your cleric spell list.\r\n\r\nWrath Of The Storm: at 1st level, whenever a creature hits you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw or take 2d8 lightning damage on a failed save or half as much in a success. This damage increase by 1d8 at 5th, 11th, and 17th level. You can use those feature a number of times equal to your Wisdom modifer and regain all expended uses when you finish a long rest.\r\n\r\nChannel Divinity: Destructive Wrath: starting a second level, when you roll for lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage instead of rolling.\r\n\r\nThunderbolt Strike: at 6th level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away.\r\n\r\nDivine Strike: At 8th level, 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 or lightning damage to the target. When you reach 14th level, the damage increase to 2d8.\r\n\r\nStormborn: at 17th level, you gain immunity to lightning and thunder damage and gain a flying speed of 60 feet when indoors or underground and 120 feet when outdoors","tabledata":"","tags":"","templateId":"25","blockId":"520834","world":"6a14fbf6-8de5-4a3b-b71b-08a6ebaf2d27","folder":"","isShared":"on"}