Wrath Domain

The judgement of gods does is not always delivered by their own hands. When wars rage on, or when great foes must be vanquished, many higher powers channel their wrath through the most devout of their followers. Often called Vindicators or Arbiters, these devout warriors mete out judgement against whomever their master decrees, acting with heavenly, or hellish authority. Gods who employ Clerics of Wrath to act out their will typically are gods of courage and valor (such as Heironeous, Torm, or Tyr), but evil deities of war, tyranny, and vengeance (like Ares, Bane, or Sargonnas) often find champions of wrath among their followers.

Wrath Domain Spells

Cleric Level Spells 1st Divine Favor, Thunderous Smite 3rd Misty Step, Shatter 5th Blinding Smite, Thunder Step 7th Divination, Storm Sphere 9th Holy Weapon, Steel Wind Strike

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Scornful Static

Also at 1st level, you gain the ability to wreathe your foes in volatile energy. Once on your turn, when you hit a creature with a melee weapon attack, you can choose to mark that creature with a Mote of Lightning. The next time the marked creature is damaged by one of your Cleric spells 1st level or higher before the end of your next turn, they take an additional 1d6 Lightning Damage, after which the Mote of Lightning dissipates. This feature's damage scales with your Cleric level.

The damage of Mote of Lightning increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.

Channel Divinity: Wrathful Conduit

Starting at 2nd level, you can use your Channel Divinity to cloak yourself in radiant armor.

As an action, you gain temporary health equal to your Cleric level, and the next time you are struck by an attack within the next minute, the attacker takes lightning damage equal to 2d10 plus your Cleric level.

Challenge of Thunder

Beginning at 6th level, any creature that is marked by your Mote of Lightning, or was damaged by your Mote of Lightning has disadvantage on attack rolls that don’t target you until the end of its next turn.





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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormbreaker

At 17th level, as an action, you gain the ability to surround yourself with an aura of lightning, extending all around you within a 30 foot radius. For 1 minute, lightning jumps from you to your foes. Whenever an enemy creature starts its turn within the aura they take Lightning damage equal to half your cleric level.

During this time, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.