Tempest
The Tempest domain includes gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. 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. Tempest gods send their Clerics 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.
Deities:
| Deity | Alignment | Symbol |
|---|---|---|
| Aegir, god of the sea and storms | NE | Rough ocean waves |
| Manannan mac Lir, god of oceans and sea creatures | LN | Wave of white water on green |
| Poseidon, god of the sea and earthquakes | CN | Trident |
| Talos, god of storms | CE | Three lightning bolts radiating from a central point |
| The Devourer, god of nature’s wrath | NE | Bundle of five sharpened bones |
| Thor, god of storms and thunder | CG | Hammer |
| Umberlee, goddess of the sea | CE | Wave curling left and right |
| Zemboim, goddess of the sea and storms | CE | Turtle shel |
| Zeus, god of the sky | N | Fist full of lightning bolts |
| Level | Prepared Spells |
|---|---|
| 3 | Fog Cloud, Gust of Wind, Shatter, Thunderwave |
| 5 | Call Lightning, Sleet Storm |
| 7 | Control Water, Ice Storm |
| 9 | Control Wind, Maelstrom |
Subclass Features
Wrath of the Storm
You can thunderously rebuke attackers. When a creature within 5 ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX 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 WIS modifier (Minimum 1) per long rest.
Destructive Wrath
You can use your faith to enhance your magic. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll Lightning or Thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Domain Spells
Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Power of the Storm
Your attacks are empowered by the might of a storm. When you hit a creature with a melee or spell attack choose one of the following options. You can use this feature times per long rest equal to your WIS modifier (Minimum 1) + your Proficiency Bonus.
Thunderstruck: The attack pushes the target back 20 ft.
Blinding Hail: The target makes its next attack with disadvantage.
Roaring Winds: The target is knocked Prone on a failed DEX save equal to your spell save DC.
Drifting Snow: The target’s movement speed is halved until the end of its next turn.
The Eye of the Storm
You can call a mighty storm around yourself. Once per long rest for one minute you create a storm centered on you that rages in a 90 ft diameter. During this time you have a Flying speed equal to your movement speed. Once per turn you can use your action to cause one of the following effects. The DC of the feature is equal to your spell save DC.
Judgment of Thunder: Up to three creatures in your storm must make a DEX saving throw or take 2D12 Lightning damage or half as much on a successful save.
Deadly Hail: Any number of creatures you designate in your storm must make a CON saving throw and on a fail they take 1D8 Cold damage and their movement speed becomes 0 ft until the end of their next turn. On a success they take half damage.
Mighty Whirlwind: You can target one creature or object within your storm that must be large or smaller and the object cannot be worn or carried. The target must make a STR saving throw and on a fail you can move the target up to 60 ft in any direction that is within your storm. Objects automatically fail the saving throw.