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Thunder |
Lightning |
4th |
Cacophonous Words
- Passive, augment
- When you cast healing word, an enemy of your choice adjacent to your target takes thunder damage equal to (your wisdom modifier x the level of the spell)
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Electric Words
- Passive, augment
- When you cast healing word, the target gains a bonus to their damage rolls equal to the level of the spell until the end of your next turn
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8th |
Channel Divinity: Storm’s Fury
- Speed: 1 action
- Duration: 1 round
- Until the end of your next turn, you gain +2 to attack and damage rolls. In addition, at the start of your turn, each enemy within 10 feet of you takes 3d8 thunder damage
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Channel Divinity: Closed Circuit
- Speed: 1 action
- Duration: instantaneous
- Your holy symbol becomes a tesla coil, and lightning arcs between your foes. Each enemy within 30 ft of you must succeed on a constitution saving throw or be stunned for 1 minute. They can attempt an additional saving throw at the end of each of their turns.
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12th |
Cloud Chariot
- Speed: 1 minute
- Range: 10 ft.
- Duration: 8 hours
- You conjure a chariot of clouds that occupies a 10 ft. square within range along with a large horse that drags the chariot. The chariot can fit 4 small or medium creatures, and the horse can carry 1. The chariot grants ½ cover to its occupants. The chariot has a fly speed of 40 ft.
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Split the Sky
- Speed: 1 action
- Range: 30 ft.
- Duration: instantaneous
- One target
- Recharge: 5-6
- You invoke ancient words of wrath and lightning bursts out from your weapon, electrocuting your target. They must make a dexterity saving throw. On a failed save, they take 4d8 lightning damage and you push them 10 ft. away and knock them prone. On a successful save they take half damage and are not moved or knocked prone.
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16th |
Roar of Thunder
- Speed: 1 action
- Range: Self
- Duration: 1 round
- Recharge: 5-6
- You empower a melee weapon with thunderous power, striking an enemy within range. On a hit, you deal an extra 5d6 thunder damage. Each time you or an ally hits the target with an attack before the start of your next turn, the target takes an extra 1d6 thunder damage.
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Holy Spark
- Speed: 1 action
- Range: Self
- Duration: 1 minute
- Recharge: 5-6
- Your weapon crackles with heavenly lightning, engulfing your target in glowing arcs. On a hit you deal an extra 2d10 lightning damage, and the target takes 2d10 ongoing damage. They can make a constitution save at the end of each of their turns to end the damage. While the ongoing damage is in effect, any ally of the target that starts its turn within 15 feet of the target takes 2d10 lightning damage.
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19th |
Thunder of Justice
- Speed: 1 action
- Range: 50 ft.
- Duration: instantaneous
- Recharge: 6
- You hurl your weapon with a thunderous strength that shatters the space around you, making a ranged attack against an enemy. On a hit, you deal an extra 4d6 thunder and 4d6 lightning damage and you and your allies are drawn toward your chosen foe. You can teleport yourself and up to three allies within 50 ft of you to squares adjacent to the target.
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Ride the Lightning
- Speed: 1 action
- Range: 120 ft.
- Duration: instantaneous
- Recharge: 6
- You forgo your corporeal form to become one with the storm. Following a bolt of lightning towards your target you impact the ground in an explosion of violent electricity. Each creature in a 20 ft. radius must succeed on a Dexterity saving throw or take 10d8 lightning damage and be stunned until the end of your next turn.
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