Domain of Lighting
Clerics of deities who control the storms and tempests of the world. These clerics are usually more violent and unpredictable than others and tend toward the evil alignment. Although the evil alignment may be tended toward, some clerics are hired by towns as wardens against storms and bad weather. Some caravans and trading companies also use them to guard precious loads.
Spell Chart
Level |
Spell |
1st |
Fog Cloud, Thunderwave |
3rd |
Misty Step, Shatter |
5th |
Call Lightning, Lightning Bolt |
7th |
Control Water, Phantasmal Killer |
9th |
Cloudkill, Destructive Wave |
Bonus Cantrip
Starting at 1st level when you choose this domain, you learn the shocking grasp cantrip. This cantrip is a cleric cantrip for you.
Superconductive Presence
Also starting at 1st level, when you use a Channel Divinity option or cast a cleric spell of 1st level and higher, you are enveloped in a barrier of lightning until the end of your next turn. When a creature touches you, or immediately after a creature hits you with a melee weapon attack while you are enveloped in barrier, it must succeed on a Constitution saving throw. A creature takes lightning damage equal to half your cleric level + your Wisdom modifier on a failed save, or half as much damage on a successful one (minimum of 1).
Channel Divinity: Thunderous Rebuke
Starting at 2nd level, you can use your Channel Divinity to call forth your deity's might into a bolt of lightning. As an action, you can choose a point you can see within 30 feet of you. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes lightning damage equal to 3d8 + your cleric level on a failed save, or half as much damage on a successful one. Creatures that are submerged or wearing armor made of metal have disadvantage on the saving throw and takes an additional 1d8 damage.
Thunderstruck
At 6th level, when a creature fails on a saving throw against your cleric feature or cleric spell of 1st level and higher that deals lightning damage, it cannot take a reaction until the start of its next turn.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrips.
Improved Superconductive Presence
At 17th level, immediately after you use a Channel Divinity option or cast a cleric spell of 1st level and higher, a bolt of lightning radiates in a 10-foot sphere centered on you. Each creature within the sphere must make a Constitution saving throw. A creature takes lightning damage equal to 2d8 + your Wisdom modifier on a failed save, or half as much damage on a successful one (minimum of 1). Creatures that are submerged or wearing armor made of metal have disadvantage on the saving throw and takes an additional 1d8 damage.