Storm Tempest Cleric
Added 2024-02-17 23:35:11 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Sorcerer
Subclass: Storm Sorcery
Unlocks:
- +2 Level 1 Spell Slots
- Tempestuous Magic
- After you cast a Level 1 Spell or higher, you can Fly as a Bonus Action up to 9m until the end of your turn
- Does not provoke Opportunity Attacks
Race: Blue Dragonborn
- Draconic Ancestry
- Lightning Resistance
- Lightning Breath (Short Rest)
- 2d6 Lightning Damage in a 5m Line
- Dex Save (DC 8 + Constitution Modifier + Proficiency Bonus)
- Targets take half-damage on Save
- Level 6 = 3d6 Lightning Damage
- Level 11 = 4d6 Lightning Damage
Background: Acolyte (Insight, Religion)
Skills: Arcana, Persuasion
Stats:
- STR = 8
- DEX = 12
- CON = 15
- INT = 8
- WIS = 17
- CHA = 14
Cantrips:
- Shocking Grasp
- 1d8 Lightning Damage
- Target cannot use Reactions
- Advantage on targets with Metal Armour
- Level 5 = 2d8
- Level 10 = 3d8
- Ray of Frost
- 1d8 Cold Damage
- Reduces target’s Movement Speed by 3m
- Level 5 = 2d8
- Level 10 = 3d8
- Mage Hand (Short Rest)
- Summons an incorporeal hand that can manipulate and interact with objects
- Lasts for 10 turns
- Minor Illusion
- Creates an Illusion that compels creatures to investigate
- Can be cast while Silenced
- Can remain hidden when cast
- Can last for 10 turns
Spells:
- Witch Bolt (Concentration)
- 1d12 Lightning Damage
- Can be activated on the same target for 10 turns without expending Spell Slots
- Chromatic Orb
- Cast an orb of a selected damage type to cast at enemies
- 3d8 Thunder Damage
- 2d8 Acid Damage + Acid Surface
- 2m for 2 turns
- Reduces AC by 2
- 2d8 Cold Damage + Ice Surface
- 2m for 2 turns
- Movement Speed halved
- Chance to fall Prone
- 2d8 Fire Damage + Fire Surface
- 2m for 2 turns
- Burning
- Take 1d4 Fire Damage per turn
- 2d8 Lightning Damage + Electrified Surface
- 2m for 2 turns
- Electrified
- Take 1d4 Lightning Damage per turn
- 2d8 Poison Damage + Acid Surface
- 2m for 7 turns
- Poisoned
- Disadvantage on Attack Rolls and Abilities Checks
- +1d8 per Upcast
--------------------LEVEL 2--------------------
Multiclass: Cleric
Subclass: Tempest Domain
Unlocks:
- +1 Level 1 Spell Slot
- Wrath of the Storm (Reaction)
- When attacked, can make one of two Reactions:
- Wrath of the Storm: Lightning
- 2d8 Lightning Damage
- Half-Damage on successful Saving Throw
- Wrath of the Storm: Thunder
- 2d8 Thunder Damage
- Half-Damage on successful Saving Throw
- Wrath of the Storm: Lightning
- Thunderwave (Always Prepared)
- 2d8 Thunder Damage
- Pushes creatures away
- +1d8 Thunder Damage per upcast
- Fog Cloud (Concentration) (Always Prepared)
- Create 5m Area of Fog for 10 turns
- Blind creatures
- Creature’s ranged attacks and spells have a range of 3m
- Creature’s Attack Rolls have Disadvantage
- Attack Rolls against creature have Advantage
- Heavily Obscure creatures
- Blind creatures
- +2m per upcast
Cantrips:
- Sacred Flame
- 1d8 Radiant Damage
- Dex Save to Negate Damage
- Level 5 = 2d8
- Level 10 = 3d8
- Guidance (Concentration)
- +1d4 Ability Checks
- Resistance (Concentration)
- +1d4 Saving Throws
Prepared Spells:
- Create Water
- Summon rain to create a Water Surface of a 4m Radius
- Creatures become Wet
- Vulnerable to Lightning and Cold Damage
- Immune to Burning
- Resistant to Fire Damage
- +2m per upcast
- Healing Word
- Heal 1d4 + Spellcasting Modifier HP
- +1d4 HP per upcast
- Sanctuary
- Can't be targeted by enemy Attacks or Spells
- Can still take damage from AoE and surfaces
- Ends when harmed or harming another creature
- When ended, cannot gain Sanctuary again for 1 turn
- Guiding Bolt
- 4d6 Radiant Damage
- Guiding Bolt (WIS Save)
- Next Attack Roll against creatures has Advantage
- +1d6 per upcast
--------------------LEVEL 3--------------------
Cleric 2
Unlocks:
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- +1 Channel Divinity Charge
- Destructive Wrath (Channel Divinity)
- When rolling Thunder or Lightning damage, use a Channel Divinity Charge to MAX Damage
- Turn Undead (Channel Divinity)
- Turn Undead within 9m
- Moves away from caster on turn
- Can’t willingly move within 9m of caster
- Can’t take Reactions
- Can only Dash or escape from being prevented from moving
- Ends upon taking damage
- Level 5 = 4d6 Radiant Damage to Turned creatures
Prepared Spell: Any
--------------------LEVEL 4--------------------
Cleric 3
Unlocks:
- +1 Level 2 Spell Slot
- Shatter
- 3d8 Thunder Damage in 3m Radius
- CON Save to Half Damage
- Inorganic creatures have Disadvantage on Saving Throw
- +1d8 per upcast
- Gust of Wind
- Clear areas such as Fog and Cloudkill
- Push creatures back 5m
- Cause creatures to become Off Balance
Prepared Spell:
- Spiritual Weapon
- Summon a floating, spectral weapon for 10 turns
- Greataxe
- Greatsword
- Halberd
- Maul
- Spear
- Trident
- Immune to Psychic and Poison Damage
- Resistant to all other Damage types
- 1d8 + 1 + Spellcasting Modifier Force Damage
- +1d8 Force Damage per upcast
- +8 HP per upcast
--------------------LEVEL 5--------------------
Cleric 4
Unlocks:
- +2 Level 3 Spell Slots
Cantrip: Any
Prepared Spell:
- Aid
- Raise you and your allies HP by 5 HP in 9m Radius
- +5 HP per upcast
- Lasts until Long Rest
Feat:
Ability Improvement
- +1 Constitution
- +1 Wisdom
--------------------LEVEL 6--------------------
Cleric 5
Unlocks:
- +1 Level 3 Spell Slot
- Destroy Undead
- Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Call Lightning (Concentration) (Always Prepared)
- 3d10 Lightning Damage in 2m Radius
- DEX Save for Half Damage
- Can cast freely for 10 turns without expending Spell Slots
- +1d10 per upcast
- Sleet Storm (Concentration) (Always Prepared)
- Create 9m Area of Sleet Storm for 10 turns
- Difficult Terrain
- Ice Surface
- Movement speed halved
- Chance to fall Prone
- Forces spellcasters to make Concentration Saving Throws
Prepared Spells:
- Glyph of Warding
- Create 4m Glyph on the ground that, when stepped on, triggers the selected effect
- Sleep
- Puts creatures to Sleep for 2 turns
- Detonation
- Pushes creatures back
- Thunder
- 5d8 Thunder Damage
- +1d8 per upcast
- Lightning
- 5d8 Lightning Damage
- +1d8 per upcast
- Fire
- 5d8 Fire Damage
- +1d8 per upcast
- Cold
- 5d8 Cold Damage
- +1d8 per upcast
- Acid
- 5d8 Acid Damage
- +1d8 per upcast
- Sleep
- Spirit Guardians (Concentration)
- Summons spirits in 3m radius for 10 turns
- 3d8 Radiant or Necrotic Damage per turn
- Enemies Movement Speed halved
- Caster cannot become Invisible
- +1d8 per upcast
--------------------LEVEL 7--------------------
Cleric 6
Unlocks:
- +1 Level 4 Spell Slot
- +1 Channel Divinity Charge
- Thunderbolt Strike
- When dealing Thunder or Lightning damage, you can push the target 3m
Prepared Spell: Any
--------------------LEVEL 8--------------------
Sorcerer 2
Unlocks:
- +1 Level 4 Spell Slot
- +2 Sorcery Points
- Create Sorcery Points
- Spend Spell Slots to create Sorcery Points
- Create Spell Slot
- Spend Sorcery Points to create Spell Slots
Metamagic:
- Careful Spell (1 SP)
- Allies automatically succeed Saving Throws against spells that require them
- Extended Spell (1 SP)
- Doubles the duration of Conditions, summons, and surfaces caused by spells
Spell:
- False Life
- Gain 7 Temporary HP
- +5 Temporary HP per upcast
--------------------LEVEL 9--------------------
Sorcerer 3
Unlocks:
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- +1 Sorcery Point
Metamagic:
- Quickened Spell (3 SP)
- Can cast spells using your Bonus Action
Spell:
- Featherfall (Ritual)
- Grant you and your allies Immunity to Falling Damage within 9m for 10 turns
--------------------LEVEL 10--------------------
Sorcerer 4
Unlocks:
- +1 Level 5 Spell Slot
- +1 Sorcery Point
Cantrip:
- Friends
- Advantage on Charisma Checks against Non-Hostile creatures
Spell:
- Magic Missile
- 1d4 + 1 Force Damage per missile
- Always hits
- +1 missile per upcast
Feat:
- Ability Improvement
- +2 Wisdom
--------------------LEVEL 11--------------------
Sorcerer 5
Unlocks:
- +1 Level 6 Spell Slot
- +1 Sorcery Point
Spell:
- Lightning Bolt
- 8d6 Lightning Damage to all creatures in 30m Line
- Targets take Half Damage on DEX Save
- +1d6 per upcast
--------------------LEVEL 12--------------------
Sorcerer 6
Unlocks:
- +1 Sorcery Point
- Heart of the Storm (Reaction)
- When you deal Lightning or Thunder Damage with a Level 1 or higher Spell, you can cause a Storm
- Enemies within 6m take Sorcerer Level / 2 Lightning or Thunder Damage
- Heart of the Storm: Resistance
- Lightning Resistance
- Thunder Resistance
Spell:
- Haste (Concentration)
- Hastened for 10 turns
- +2 AC
- Advantage on DEX Saving Throws
- Movement Speed doubled
- Additional Action per turn
- When Hastened ends, become Lethargic
- Cannot move or take actions for 1 turn
Note: You unlock Sorcerer versions of Call Lightning, Sleet Storm, Gust of Wind, Create Water, and Thunderwave. These versions will use your Charisma Modifier, so I don't recommend using them.
--------------------GEAR--------------------
Important Items: N/A
-------ACT 1-------
Head:
- Holy Lance Helm
- +1 Constitution Saving Throws
- Creatures who missed their Attack Roll against wear must make a DC 14 DEX Save or take 1d4 Radiant Damage
Location: Found in a painted chest in Rosymorn Monastery X: 120 Y: 35, accessible from the top level
- Diadem of Arcane Synergy
- When you inflict a condition, gain Arcane Synergy for 2 turns
- Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek
------------------------------
Chest:
- Luminous Armour
- Medium Armour
- 15 AC + DEX Modifier (Max 2)
- When the wearer deals Radiant Damage, they cause a Radiant Shockwave
- Inflict Radiating Orb in a 3m Radius
- Entity has -1 to Attack Rolls per remaining turn
- Entity sheds light around it
- Inflict Radiating Orb in a 3m Radius
Location: Found in a locked and trapped Opulent Chest in the Selûnite Outpost area of the Underdark X: 176 Y: -247. The chest is behind a hidden door revealed by a Perception check, or it can be accessed by jumping from the room with the waypoint
- The Jolty Vest
- Medium Armour
- 14 AC + DEX Modifier (Max 2)
- Take 1 less Slashing Damage
- When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked
Location: Sold by Brem in the Zhentarim Hideout
- The Protecty Sparkswall
- Clothing
- 10 AC + DEX Modifier
- +1 Spell Save DC
- +1 AC while having Lightning Charges
- +1 Saving Throws while having Lightning Charges
Location: Looted from a Gilded Chest at the end of the trapped bridge in Grymforge X: -645 Y: 360
------------------------------
Gloves:
- Gloves of Belligerent Skies
- When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target
Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side
------------------------------
Boots:
- Boots of Stormy Clamour
- When you inflict a condition on a creature, also inflict 2 turns of Reverberation
- Reverberation
- Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn
- When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)
- Creatures Immune to Thunder cannot receive Reverberation
- Reverberation
Location: Sold by Omeluum
- The Speedy Lightfeet
- +1 Athletics
- When the wearer Dashes or makes a similar action, gain 3 Lightning Charges
Location: Found inside a Heavy Chest in the cellar behind the windmill in the Blighted Village
- The Watersparkers
- When standing in water during combat, it becomes Electrified
- If the weared starts their turn on an Electrified Surface, gain 3 Lightning Charges
Location: Found in a gilded chest in Minthara's area of the Shattered Sanctum. X: 339 Y: 41
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Necklace of Elemental Augmentation
- When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
- The Blast Pendant
- Lightning Blast (Long Rest)
- Next Lightning Spell or Cantrip deals bonus Lightning Damage equal to your remaining Lightning Charges
- On hit, all Lightning Charges are consumed
Location: Worn by Dhourn, the petrified Drow near the Selunite Outpost
- Pearl of Power Amulet
- Pearlescent Restoration (Long Rest)
- Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- Ring of Elemental Infusion
- When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
- +1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
- Strange Conduit Ring
- +1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Ring of Arcane Synergy
- When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
- Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Can be looted from Gish Far'aag in Crèche Y'llek
- Ring of Protection
- +1 AC
- +1 Saving Throws
Location: Reward for Steal the Sacred Idol
- The Sparkswall
- Cannot be Electrocuted
- Lightning Resistance
Location: Arcane Tower Basement
------------------------------
Shield:
- Safeguard Shield
- +2 AC
- +1 Saving Throws
Location: Purchased from Dammon
- The Real Sparky Sparkswall
- Lightning Aura (Long Rest)
- Consume 3 Lightning Charges to Damage and Jolt enemies around wielder for 3 turns
- Jolted
- 1d4 Lightning Damage per turn
- Can’t take Reactions
Location: Obtained from a locked and trapped chest in Grymforge X: -695 Y: 420
------------------------------
Melee Weapons:
- Blood of Lathander
- +3 Enchantment
- When HP is 0, regain 2d6 HP and allies within 9m regain 1d6 HP Once per Long Rest
- Sheds light in 6m radius
- Light blinds Fiends and Undead if they fail a DC 14 CON Save
- Sunbeam (Concentration) (Long Rest)
- 6d8 Radiant Damage
- Blinds creatures
- Can be recast without expending spell slot
Location: Creche
- The Sparky Points
- When the wielder does damage with this weapon, gain 2 Lightning Charges
Location: Reward for rescuing Florrick at Waukeen’s Rest
- The Spellsparkler
- When dealing damage with this weapon, gain 2 Lightning Charges
Location: Reward for rescuing Florrick at Waukeen’s Rest
- Rain Dancer
- Create Water (Short Rest)
Location: Sold by Arron in the Druid Grove
------------------------------
Ranged Weapons:
- Bow of Awareness
- +1 Enchantment
- +1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head:
- Hat of Storm Scion’s Power
- Whenever the wearer deals Thunder damage, gain Arcane Acuity
- Arcane Acuity
- +1 Spell Attack Rolls for each remaining turn
- +1 Spell Save DC for each remaining turn
- Duration reduced by 2 when entity takes damage
- Max 10 turns
- Arcane Acuity
Location: Purchased from Araj in Moonrise Towers
------------------------------
Chest: N/A
------------------------------
Gloves: N/A
------------------------------
Boots: N/A
------------------------------
Cloak:
- Thunderskin Cloak
- When a creature inflicted with Reverberation deals damage to the wearer, the creature must make a CON Saving Throw or become Dazed
Location: Purchased from Araj in Moonrise Towers
- Cloak of Protection
- +1 AC
- +1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Spineshudder Amulet***
- When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation
Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers
- Spellcrux Amulet
- Spell Slot Restoration (Long Rest)
- Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
------------------------------
Rings:
- Ring of Spiteful Thunder
- When the wearer deals Thunder damage to a creature with Reverberation, it must succeed a DC 13 CON Save or become Dazed for 2 turns
Location: Roah Moonglow in Moonrise Towers
- Coruscation Ring
- When the wearer deals Spell Damage while Illuminated, inflict 2 turns of Radiating Orb on the target
Location: Found in a trapped Heavy Chest in the cellar X: 47 Y: -738 of Last Light Inn
------------------------------
Shield:
- Ketheric’s Shield
- +2 AC
- +1 Spell Attack Rolls
- +1 Spell Save DC
- Advantage on DEX Saves
Location: Ketheric Thorm
------------------------------
Melee Weapons: N/A
------------------------------
Ranged Weapons: N/A
------------------------------
-------ACT 3-------
Head: N/A
------------------------------
Chest: N/A
------------------------------
Gloves: N/A
------------------------------
Boots: N/A
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Amulet of the Devout***
- +2 Spell Save DC
- +1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
- Spell Savant Amulet
- Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
------------------------------
Rings: N/A
------------------------------
Shield:
- Viconia’s Walking Fortress
- +3 AC
- Rebuke of the Mighty (Reaction)
- When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone
- Advantage on Saving Throws against Spells
- Spell Attack Rolls against wielder have Disadvatange
- Reflective Shell (Short Rest)
- Projectiles are reflected back to their origin
- Warding Bond (Long Rest)
- Resistant to all Damage
- +1 AC
- +1 Saving Throws
- Each time target takes damage, spellcaster takes the same damage
Location: Viconia De'Vir
------------------------------
Melee Weapons:
- Nyrulna
- +3 Enchantment
- +1d6 Thunder Damage
- +3m Movement Speed
- +3m Jump Distance
- Immunity to Falling Damage
- Cannot be disarmed
- When thrown, returns to hand
- When thrown, creates 3d4 Thunder Damage Explosion centered on target with 6m radius
- Shines Light in a 6m radius
- Zephyr Flash (Short Rest)
- Rush forward 12m
- 6d8 Thunder Damage
- DC 15 DEX Save to Half Damage
- Chance to inflict Bleeding
- Pushes targets back 2m
- Zephyr Break (Short Rest)
- Imitates Gust of Wind and deals 6d6 Thunder Damage
- STR Save to Half Damage
Location: Jackpot from Akabi, Circus
- Trident of the Waves
- +1 Enchantment
- On hit, inflict Wet and create 2m water surface around target
Location: Vault 4 in Counting House
- The Sacred Star
- +2 Enchantment
- +1d4 Radiant Damage
- Inflicts 1 Radiating Orb on hit
- Undead creatures have a chance to be Turned
- Dawnburst Strike
- Deal bonus Radiant Damage equal to Proficiency Modifier
- Light in 3m radius around you
- Enemies must succeed CON Save or become Blinded
Location: Sold by Vicar Humbletoes in the Stormshore Tabernacle
Note: Markoheshkir
------------------------------
Ranged Weapons:
- Hellfire Engine Crossbow
- +2 Enchantment
- Lightning Arrow (Long Rest)
- 4d8 Lightning Damage
- 2d8 Lightning Damage 3m AoE (Dexterity Save to Halve Damage)
- Reposition Malefactor
- Pull a creature 9m closer to you
- 15 DC Dexterity Saving Throw
Location: Crafted in the Steel Watch Foundry