Wizard
Base Class: Wizard

A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion

Level 3: Tempest Domain Spells

 You gain domain spells at the wizard levels listed:

 

Channel Arcana (Tempest)

At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana 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. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

Destructive Wrath:
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling

Channel Arcana: Divine Arcana

As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.

Level 6: Arcane Acolyte (Tempest)

At 6th level, you gain your chosen domain’s 1st level benefits. However, you do not gain any weapon or armor proficiencies from the domain.

Wrath of the Storm:

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.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 10: Arcane Priest (Tempest)

At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.

Thunderbolt 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 14: Arcane High Priest (Tempest)

At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.

Stormborn:
You have a flying speed equal to your current walking speed whenever you are not underground or indoors.

 

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