jaappleton
2019-02-08, 11:26 AM
http://tinypic.com/r/24ln9yw/9
Storm Domain (Tempest Domain Variant)
Clerics of the Storm Domain are quite like those of the Tempest. Eschewing martial weapons and heavy armor, those who walk the path of the Storm instead focus on the magical aspects of thunder and lightning, emphasizing the light and celerity of a storm.
Storm Domain Spells
Cleric Level
1st Thunderwave, Absorb Elements
3rd Shatter, Blindness/Deafness
5th Thunder Step, Haste
7th Elemental Bane, Freedom of Movement
9th Destructive Wave, Steel Wind Strike*
*Lightning Damage instead of Force
Lightning Flash
Starting at 1st level, you can invoke the power a storm to punish anyone that would harm you. As a reaction when a creature you can see damages you, you can cause the creature to become blinded until the end of your next turn. Once you use this feature, you can’t use it again until you complete a short or long rest.
Channel Divinity: Power of the Storm
Starting at 2nd level you can use your Channel Divinity to channel the destructive power of a storm. As a bonus action, you can invigorate yourself with energy. This effect lasts for one minute. While under this effect, you have Advantage on damage rolls for spells that deal Thunder or Lightning damage. (Note: For the sake of clarity, that's "Roll the damage dice twice, take the higher number")
Improved Lightning Flash
Starting at 6th level, your Lightning Flash becomes more powerful. When you use it, you may select up to three additional hostile creatures you can see within 30ft of you. They are also blinded until the end of your next turn.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul of the Storm
Beginning at 17th level, you can harness the full strength of the storm. You gain resistance to thunder and lightning damage.
Notes
I took some inspiration form Mike Mearls' homebrewed domains, both Destruction and Darkness, for some of the abilities. I wanted it to have the feel of a storm-centered cleric, focusing on the quickness aspect of a bolt of lightning, as opposed to the more general 'storm' feel of the vanilla Tempest Domain, while providing it with more unique abilities.
I wanted to include Lightning Bolt, it seems like a no-brainer. Maybe replace Haste? I don't want to replace Thunder Step, as it also represents the quickness aspect. Boom, gone, y'know?
I'm aware that there's no saving throw on the Blinded part of Lightning Flash. I know that's going to get some criticism. I figured since Light Domain's Warding Flare just 'works', no save on that one (And it works a number of times equal to your Wis Mod), and I'm lowering the overall power of the Channel Divinity feature compared to vanilla Tempest, it should even out. If Blinded is too strong for a no-save, perhaps Stunned?
Let me know what you think.
Storm Domain (Tempest Domain Variant)
Clerics of the Storm Domain are quite like those of the Tempest. Eschewing martial weapons and heavy armor, those who walk the path of the Storm instead focus on the magical aspects of thunder and lightning, emphasizing the light and celerity of a storm.
Storm Domain Spells
Cleric Level
1st Thunderwave, Absorb Elements
3rd Shatter, Blindness/Deafness
5th Thunder Step, Haste
7th Elemental Bane, Freedom of Movement
9th Destructive Wave, Steel Wind Strike*
*Lightning Damage instead of Force
Lightning Flash
Starting at 1st level, you can invoke the power a storm to punish anyone that would harm you. As a reaction when a creature you can see damages you, you can cause the creature to become blinded until the end of your next turn. Once you use this feature, you can’t use it again until you complete a short or long rest.
Channel Divinity: Power of the Storm
Starting at 2nd level you can use your Channel Divinity to channel the destructive power of a storm. As a bonus action, you can invigorate yourself with energy. This effect lasts for one minute. While under this effect, you have Advantage on damage rolls for spells that deal Thunder or Lightning damage. (Note: For the sake of clarity, that's "Roll the damage dice twice, take the higher number")
Improved Lightning Flash
Starting at 6th level, your Lightning Flash becomes more powerful. When you use it, you may select up to three additional hostile creatures you can see within 30ft of you. They are also blinded until the end of your next turn.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul of the Storm
Beginning at 17th level, you can harness the full strength of the storm. You gain resistance to thunder and lightning damage.
Notes
I took some inspiration form Mike Mearls' homebrewed domains, both Destruction and Darkness, for some of the abilities. I wanted it to have the feel of a storm-centered cleric, focusing on the quickness aspect of a bolt of lightning, as opposed to the more general 'storm' feel of the vanilla Tempest Domain, while providing it with more unique abilities.
I wanted to include Lightning Bolt, it seems like a no-brainer. Maybe replace Haste? I don't want to replace Thunder Step, as it also represents the quickness aspect. Boom, gone, y'know?
I'm aware that there's no saving throw on the Blinded part of Lightning Flash. I know that's going to get some criticism. I figured since Light Domain's Warding Flare just 'works', no save on that one (And it works a number of times equal to your Wis Mod), and I'm lowering the overall power of the Channel Divinity feature compared to vanilla Tempest, it should even out. If Blinded is too strong for a no-save, perhaps Stunned?
Let me know what you think.