See JoCat's guide to the cleric for dungeons and dragons 5th edition
Divine Domain: Tempest Channel Divinity: at 2nd level you gain the channel divinity feature, with at least two effects, turn undead and another determined by your subclass. You must finish a long rest before you regain use of Channel Divinity again. At 6th level. You can use channel divinity twice between long rests and 3 times between lon rests at 18th level. Channel Divinity: Turn Undead: as a action, you present your holy symbol and every undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If it fails, it is turned for one minute or until it takes damage. A turned creature must spend its action fleeing from you in the quickest route possible and cant willingly move to a space within 30 feet of you. The creature can only take the dash action ir dash action if movement is impossible. ASI's at 4th, 8th, 12th, 16th and 19th level Destroy Undead: At 5th level, if an undead creature fails its saving throw against turn undead, it is instantly destroyed if its CR is at or below a specified threshold. 5th = 1/2 or lower, 8th = 1 or lower, 11th = 2 or lower, 14th= 3 or lower, 17th = 4 or lower. Divine Intervention: at 10th level, roll a d20. If you roll a number equal or lower to your Cleric level, your deity intervenes. You can make a request, but ultimately, the DM describes the nature of the effect, such as a spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you decant use it again until you complete a long rest. At 20th level, your call for intervention always succeeds
You start with the following equipment in addition to equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priests pack or (b) an explorers pack Additionally, you can choose tour starting gear from 5d4 × 10 gp A shield and holy symbol also included no matter what
Wisdom is spellcasting modifier. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your wisdom modifier. Cantrips: You know three cleric cantrips at level 1 (and any other obtained through other methods) and learn more at levels 4 and 10. Preparing Cleric Spells: You can prepare a number of cleric spells equal to your Cleric level + Your Wisdom modifier. Ritual Casting: You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared. Spellcasting Focus: You can use a holy symbol as your spellcasting focus.
Tempest Domain: Domain Spells: 1st level: Fog Cloud, Thunderwave 2nd level: Gust of Wind, Shatter 3rd Level: Call Lighting, Sleet Storm 4th Level: Control Water, Ice Storm 5th Level: Destrutive Wave, Insect Plague Bonus Proficiencies: martial weapons, and heavy armor Expanded Spell List: Any spell that deals either only lightning damage or thunder damage is added to your cleric spell list. Wrath Of The Storm: at 1st level, whenever a creature hits you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw or take 2d8 lightning damage on a failed save or half as much in a success. This damage increase by 1d8 at 5th, 11th, and 17th level. You can use those feature a number of times equal to your Wisdom modifer and regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath: starting a second level, when you roll for lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage instead of rolling. Thunderbolt Strike: at 6th level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away. Divine Strike: At 8th level, 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 thunder or lightning damage to the target. When you reach 14th level, the damage increase to 2d8. Stormborn: at 17th level, you gain immunity to lightning and thunder damage and gain a flying speed of 60 feet when indoors or underground and 120 feet when outdoors