Legends of Tolria
The Galactic Game

Subclass Compendium · Cleric

Domain of Tempest

A cleric domain for storm-clerics — frontier weather-shamans, Aesir sea-priests, and Halcyion atmospheric-engineer-priests who hold that thunder is a vocabulary the divine actually speaks.

Identity

Tempest-clerics work in the air. They are atmospheric in the literal sense — they predict squalls, they speak the storm-rite over a launching dropship, they are summoned to a frontier homestead to convince a cyclone to track north rather than south. Their gods are not always kind, but they are loud, and a Tempest-cleric is always the loudest voice in a room about to be struck by lightning.

Features

  • L3 Voice of the Squall

    **Domain Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Mist**, **Static** • 3rd level: **Frost Bolt**, **Spark Bolt** • 5th level: **Cold Snap**, **Stun Shot** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Storm-Wright Carriage.** You gain proficiency with heavy armor and with martial weapons. **Channel Divinity: Destructive Wrath.** When you would roll lightning or thunder damage from a channel you cast or from a Channel Divinity option, you may use your Channel Divinity to deal maximum damage with that roll instead of rolling (apply this decision before any save is rolled by the target; the maximum applies to the channel's primary damage roll, not to ongoing or rider damage). This is a Channel Divinity option.

  • L7 Thunderbolt Strike

    When you deal lightning damage to a Large or smaller creature (from a channel, a Channel Divinity option, or a weapon with the lightning damage type), you may push the creature up to 10 ft directly away from you. If the creature would be pushed into a solid surface, it stops at the surface and takes an additional 1d6 bludgeoning damage; if it is pushed off a ledge, it falls normally. You may use this feature only once per creature per turn.

  • L11 Channel Divinity: Eye of the Tempest

    As an action, you spend 10 minutes in atmospheric communion. At the end of the 10 minutes, for the next 8 hours, you may shape the weather within a 1-mile radius of your position. You may choose precipitation type (clear, rain, snow, sleet, none), wind strength (calm to gale, no greater), and temperature (within 20 degrees C of regional baseline). The effect cannot create or dispel cyclonic or hurricane-grade systems, and a region under active atmospheric-engineering control by a Tier IV+ planetary weather service overrides this feature (though you are aware of the override). The weather change manifests gradually over 10 minutes after you complete the rite, and persists for the full duration even if you leave the area. This is a Channel Divinity option.

  • L15 Stormborn

    You have a flying speed equal to your walking speed while you are in any atmosphere of breathable density or thicker, and while you are outdoors in dim or worse visibility caused by weather (rain, snow, fog, dust, smoke). You cannot use this flying speed in hard vacuum, in fully enclosed habitat interiors with active gravity, or while encumbered beyond your normal carry weight. In addition, you have resistance to thunder damage.

  • L18 Avatar of the Tempest

    Once per long rest, as a bonus action, you assume the **Storm-Avatar Form** for 1 minute. While in this form: you gain a flying speed of 60 ft (this overrides Stormborn while active and does not require atmosphere or weather conditions); arcs of lightning leap from your body — the first time each turn a hostile creature within 10 ft of you takes a melee or ranged attack action against you, that creature takes 3d6 lightning damage (no save) before its attack resolves; you have resistance to lightning and thunder damage; and once during the form, as a bonus action, you may release a thunder shockwave in a 30-ft radius emanation centered on you (each creature in the area makes a Constitution save against your channel save DC, taking 6d8 thunder damage and being pushed 15 ft on a failure, or half damage and no push on a success). The form ends early if you fall unconscious or end it as a free action.