Tansu
Short Rest    Long Rest
Human
- Ability Score Increase: Your ability scores each increase by 1.
- Size: Medium
- Speed: 30 feet
- Language: You can speak, read, and write Common and one extra language of your choice.
- Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
- Channel Divinity: Turn Undead: As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
-
Divine Intervention:
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
- Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
-
Harness Divine Power (optional):
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. - Cantrip Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.
-
Blessed Strikes (optional):
Replaces the Divine Strike or Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. -
Spellcasting:
As a conduit for divine power, you can cast cleric spells.
- Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level.
- Preparing and Casting Spells: To cast a spells of 1st level and higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - Spell Casting Ability: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier - Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells.
- Tempest Domain Spells:
- Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armor.
-
Wrath of the Storm:
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. -
Channel Divinity: Destructive Wrath:
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. - Thunderous 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 from you.
-
Divine Strike:
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage to the target.