| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +6 |
| DEX | 11 | +0 | +2 |
| CON | 13 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +4 |
| WIS | 15 | +2 | +8 |
| CHA | 16 | +3 | +10 |
A crackling overhead, your god does not stay silent. Bring your faith to the masses, in your own booming way, and praise your deity for the opportunities before you.
Channel Divinity. Your devotion grants you the following abilities:
- Destructive Wrath (1 / short rest) - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
- Turn Undead (1 / short rest) - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC 12). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- Wrath of the Storm (2 / long rest) - 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 (DC 12). The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
Draconic Resistance (Blue). You have resistance to Lightning Damage.
Breath Weapon (Blue). As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 11, half damage on success) for 2d6 Lightning Damage.
Unarmed Strike. You make a melee attack that involves using your body to deal one of the following effects:
- Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.
- Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.
- Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or impose the Prone condition.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Spells (Spell Save DC 12, Spell Atk +4).
- Cantrips: Guidance, Sacred Flame, Thaumaturgy
- 1st Level Spells (4/long rest): Fog Cloud, Guiding Bolt, Healing Word, Shield of Faith, Thunderwave
- 2nd Level Spells (2/long rest): Gust of Wind, Lesser Restoration, Shatter, Spiritual Weapon
Two Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make on extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Opportunity Attack. When a creature moves outside of your combat range (physical reach, or reach of your equipped weapon) you may spend your reaction to make an opportunity attack (melee) against the creature.
Hellish Rebuke. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Previous Versions
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12/26/2025 7:04:42 AM
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6
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1
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Coming Soon
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