Cleric
Base Class: Cleric

In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. The clerics of such gods go out to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. These clerics are live  and die on the battlefields of the worlds, side by side with their brothers and sisters in arms. They are known for inspiring awe and fear in those that behold them, raining down chaos from the sky.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Electrothotonus

At 2nd level, when you deal lightning damage to a creature your size or smaller, you can also push it up to 10 feet away from you.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

As a reaction, if you roll lightning or thunder damage on your next attack roll, you can use your Channel Divinity to deal maximum damage, instead of rolling.

One with the Maelstrom

Beginning at 6th level, you attune to the elements and become one with the storm. You gain resistance to Thunder and Lightning damage.

Fulminating Strike

At 8th level, you gain the ability to infuse your weapon strikes with static energy. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormsoul

At 17th level, you have a flying speed double your current walking speed, and gain resistance to cold damage.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2024 4:20:01 PM
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