Base Class: Cleric
The very essence of life is turning material components into something breathing; in nature this is eternal through the circle of life. We eat and drink from the earth, and then give birth to the life of families, communities, and our world. The gods and goddesses of this world bless our lives and allow us to maintain this recycling font of our world. Some gods pray on destruction of life, while others grant life from their hands. You pray to a thunder or sky god that enjoys destruction, but protects those that worship them.
As a cleric of this domain, you have been chosen to imbue the power of the electricity on earth and thunder found in the sky. You have been chosen by a sky or thunder god. You imbue this electricity to damage enemies, while supercharging your teammates. You pray to your deity with sacrifices that die by electricity. You understand the power of electricity, but also the healing properties it gives.
Static Shield
When you chose this domain you gain the ability to damage enemies that attack you when you have temporary HP. This lightning damage deals 1d4+(temp HP/2). This damage scales up to 1d6+(temp HP/2) at 8th level and 1d6+(temp HP) at level 14.
Disciple of Electricity
Also starting at 1st level, your healing spells grant a static shield. Whenever you use a spell of 1st level or higher to restore HP, the target creature gains a static shield giving them additional HP equal to 2+(spell's level).
Channel Divinity: Discharge
Starting at 2nd level, you can use your Channel Divinity to create a harmful thunderstorm and grant healing charges around your feet.
As an action, you can damage enemies and heal heal allies up to {{classlevel*5#unsigned}} HP. Choose any creatures within 30 ft. of you, and divide those hit points among them. This feature cannot harm nor heal a creature by no more than half of its hit point maximum. When this is used as an attack, the targets can attempt a DEX save of 16+ to halve the damage.
Supercharged Healer
Beginning at 6th level, the healing spells you cast on others grant you a static cloak. When you cast a spell of 1st level or higher that restores HP to a creature other than you, you gain temporary HP equal to 2+[(spell's level/2)] (rounded up).
Channel Divinity: Electrocute
At 8th level, you gain the ability to statically charge your hands by rubbing them together and you can channel this outwards as an attack. The attack deals 2d4 damage to the target. When you reach 14th level, the damage increases to 4d4.
Blessed Lightning
Starting at 17th level, when you would normally roll one or more dice to restore HP with a spell, you instead use the highest number possible for each die. Also if you heal a target and it exceeds their maximum HP, you can grant temporary HP equal to the excess HP healed.
Previous Versions
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