PwrHngryTortois
2019-05-20, 01:35 PM
I thought the Tempest Cleric was cool but was missing a little something, and also thought there should be a Primordial based cleric since the gods already have like 13 subclasses. In theory there should be subclasses for each elemental type, but I decided to start out with lightning because it seemed the most fun. I'm also just generally a fan of any spellsword that actually has a reason to swing their sword, so I tried to give this one a reason to stay close quarters seeing as all of the vanilla ones are just better off staying back and slinging spells. Let me know what you think/any suggestions you have!
Spark of the Primordial
Spark Clerics do not worship a God and instead find themselves favored by a Primordial. They are compelled to quest and test their power, as well as cary out the Primordial's will on the Material Plane. They also bare an innate distrust of fey and distain for all true dragons, as dragons have nearly taken over the Primordial plane and the fey are made by the Gods. Elves and Gnomes are rarely picked to be Spark Clerics by Primordials due to their fey ancestry, and most Spark Clerics tend to be Dragonborn as they already have a connection to the Primordial plane.
Spell List:
1st
Thunderwave
Absorb Elements
3rd
Enhance Ability
Shatter
5th
Call Lightning
Thunderstep
7th
Elemental Bane
Conjure Minor Elementals
9th
Destructive Wave
Contact Other Plane
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Unburdened Spark
From 1st level, you command the speed and dexterity of the lighting magic you control. When you make the attack action on your turn, you may cast the cantrip Shocking Grasp as a bonus action, then move up to 10 feet.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shocking Strike
Starting at 2nd level, you can use your Channel Divinity to enhance the impact of lightning damage you cause.
When you hit a creature or a group of creatures with lightning damage, you can use your Channel Divinity to attempt to stun your foes. Each creature that takes damage from your attack must make a Constitution saving throw. On a failed save, until the end of your next turn, an affected creature can't take reactions, has disadvantage on Dexterity saving throws, and that creature’s movement speed becomes zero.
Storm Conduit
At 6th level, you gain resistance to lightning damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning damage and targets you or an area you occupy, creatures other than yourself have disadvantage on that spell’s saving throw.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with electric power. 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.
More than a Spark
At 17th level, the Spark inside you magnifies and modifies your body:
• You gain immunity to lightning damage.
• Your walking speed increases by 20ft
• Your jump distance becomes equal to your walking speed.
• You may move as if under the effects of the spell Spider Climb.
Spark of the Primordial
Spark Clerics do not worship a God and instead find themselves favored by a Primordial. They are compelled to quest and test their power, as well as cary out the Primordial's will on the Material Plane. They also bare an innate distrust of fey and distain for all true dragons, as dragons have nearly taken over the Primordial plane and the fey are made by the Gods. Elves and Gnomes are rarely picked to be Spark Clerics by Primordials due to their fey ancestry, and most Spark Clerics tend to be Dragonborn as they already have a connection to the Primordial plane.
Spell List:
1st
Thunderwave
Absorb Elements
3rd
Enhance Ability
Shatter
5th
Call Lightning
Thunderstep
7th
Elemental Bane
Conjure Minor Elementals
9th
Destructive Wave
Contact Other Plane
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Unburdened Spark
From 1st level, you command the speed and dexterity of the lighting magic you control. When you make the attack action on your turn, you may cast the cantrip Shocking Grasp as a bonus action, then move up to 10 feet.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shocking Strike
Starting at 2nd level, you can use your Channel Divinity to enhance the impact of lightning damage you cause.
When you hit a creature or a group of creatures with lightning damage, you can use your Channel Divinity to attempt to stun your foes. Each creature that takes damage from your attack must make a Constitution saving throw. On a failed save, until the end of your next turn, an affected creature can't take reactions, has disadvantage on Dexterity saving throws, and that creature’s movement speed becomes zero.
Storm Conduit
At 6th level, you gain resistance to lightning damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning damage and targets you or an area you occupy, creatures other than yourself have disadvantage on that spell’s saving throw.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with electric power. 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.
More than a Spark
At 17th level, the Spark inside you magnifies and modifies your body:
• You gain immunity to lightning damage.
• Your walking speed increases by 20ft
• Your jump distance becomes equal to your walking speed.
• You may move as if under the effects of the spell Spider Climb.