Tempest Domain |
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Initial Tempest Domain Features |
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Inherited Cleric Features |
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Tempest Domain is a Subclass of Cleric in Baldur's Gate 3. Clerics primary ability is Wisdom, their saving throw proficiencies are Wisdom, Charisma and they have a Hit Dice of 1d8 per Cleric level. They have proficiency with All simple weapons and with Light armor, medium armor, shields. The Tempest Domain subclass adds Martial Weapon, Heavy Armour , Thunderwave, Fog Cloud, and Wrath of the Storm as features. (Note this class is unavailable in EA and all info is either data mined or based on DND 5e materials and are subject to change.)
Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm."
BG3 Cleric Class Progression
- Level 1 - Choose a Cleric Domain (Life, Light, Knowledge, Trickery, Nature, Tempest, War)
- Level 1 - Choose a Deity (Class Feature)
- Level 2 - Channel Divinity Charges (Feature)
- Level 2 - Turn Undead (Action)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Destroy Undead (Class Feature)
- Level 6 - Channel Divinity Charges (Class Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 10 - Divine Intervention (Class Feature)
- Level 12 - Feat - Choose one from the Feats list
BG3 Tempest DOMAIN PROGRESSION
By selecting the Tempest Domain Cleric subclass you'll also gain access to:
- Level 1 - Domain Spells (Thunderwave, Fog Cloud)
- Level 1 - Heavy Armour Proficiency (Subclass Feature)
- Level 1 - Martial Weapon Proficiency (Subclass Feature)
- Level 1 - Wrath of the Storm (Subclass Feature)
- Level 2 - Destructive Wrath (Subclass Feature)
- Level 3 - Domain Spells (Shatter, Gust of Wind)
- Level 5 - Domain Spells (Call Lightning, Sleet Storm)
- Level 6 - Thunderous Strike (Subclass Feature)
- Level 7 - Domain Spells (Ice Storm, Freedom of Movement)
- Level 8 - Divine Strike: Thunder (Action)
- Level 9 - Domain Spells (Insect Plague, Destructive Wave)
BG3 Tempest Domain - CLERIC SPELL SLOTS
Level | Cantrips | I | II | III | IV | V | VI |
Level 1 Cleric | 3 | 2 | - | - | - | - | - |
Level 2 Cleric | 3 | 3 | - | - | - | - | - |
Level 3 Cleric | 3 | 4 | 2 | - | - | - | - |
Level 4 Cleric | 4 | 4 | 3 | - | - | - | - |
Level 5 Cleric | 4 | 4 | 3 | 2 | - | - | - |
Level 6 Cleric | 4 | 4 | 3 | 3 | - | - | - |
Level 7 Cleric | 4 | 4 | 3 | 3 | 1 | - | - |
Level 8 Cleric | 4 | 4 | 3 | 3 | 2 | - | - |
Level 9 Cleric | 4 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Tempest Domain Tips & Builds
- Tempest Domain focuses on melee combat. Having Martial Combat and Heavy Armor training enables them to wield weapons and armor that other Cleric subclasses cannot use without requiring additional feats. This domain specializes in dealing elemental damage in close range, mostly lightning. They can also disrupt enemies from a distance when they try to close in.
- Notes, Tips, and other Trivia for the Tempest Domain subclass go here.
All Cleric Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Cantrip | Divination | Action | The target gains a +1d4 bonus to Ability Checks 10 turns |
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Cantrip | Abjuration | Action | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks 2 Turns |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. Until Long Rest Only affects one target at a time. Melee DEX Save |
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Cantrip | Conjuration | Action |
1d12 Poison Project a puff of noxious gas. 3m CON Save |
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. Until Long Rest |
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Cantrip | Abjuration | Action |
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws. 10 turns Melee Concentration |
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Cantrip | Evocation | Action |
1d8 Radiant Engulf a target in a flame-like radiance 18m DEX Save |
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Cantrip | Transmutation | Bonus Action |
Your staff or club becomes magical: it deals 4
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Cantrip | Transmutation | Action |
Gain Advantage on Intimidation and Performance Checks. |
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Cantrip | Transmutation | Action |
1d6Piercing Strike at a creature with a thorny, vine-like whip and pull it 3m closer to you. The target can't be pulled if it is Huge in size. 9m |
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Lv 1 | Enchantment | Action |
Convince a beast not to attack you. The creature must have an Intelligence of 3 or below 18m WIS Save |
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Lv 1 | Abjuration | Bonus Action |
You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. 10 Turns 18m |
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Lv 1 | Enchantment | Action |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws 10 Turns 9mCHA Save Concentration |
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Lv 1 | Enchantment |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
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Lv 1 | Evocation | Action |
3d6Fire |
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Lv 1 | Enchantment | Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Enchantment | Action |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. 1 Turn |
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Lv 1 | Transmutation | Action |
Call forth rain or destroy a water-based surface. |
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Lv 1 | Evocation |
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1d8+[Spellcasting Modifier] hit points Heal a creature you can touch. No effects on undead and constructs Melee |
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Lv 1 | Illusion | Action |
Magically change all aspects of your appearance. Until Long Rest |
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Lv 1 | Evocation |
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Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1∼4 Radiant Damage. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
All targets within the light turn visible, and Attack Rolls against them have Advantage. 10 Turns |
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Lv 1 | Conjuration | Action | The cloud Blinds and Heavily Oscures creatures within it. 5m18m Concentration |
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Lv 1 | Evocation | Action |
4d6Radiant 18m/60ft |
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Lv 1 | Evocation | Bonus Action |
1d4+[Spellcasting Modifier] hit points Heal a creature you can see No effect on undead and constructs. 18m |
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Lv 1 | Necromancy | Action |
3d10 Necrotic Putrefy a creature with the nectrotic energy filling your hands. Melee |
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. Melee Concentration |
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Lv 1 | Abjuration | Bonus Action Level 1 Spell Slot |
Protect a creature from attacks increase: Increase its Armour Class by 2 Until Long Rest 18m/60ft Concentration |
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Lv 1 | Enchantment | Action | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 2 Turns The condition ends upon taking damage. 18m |
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Lv 1 | Divination Spell | Action |
Gain the ability to comprehend and communicate with beasts. |
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Lv 1 | Evocation | Action | 2d8 Thunder |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
5 Healing Heal your allies and increase their hit point maximum by 5 hit points Until Long Rest 9m 9m |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often. 10 turns Range: 18m CON Save |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Humanoids can't be Charmed, Frightened, or become enraged. 10 turns Range: 18m Radius: 6m Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Lv 2 | Evocation | Action | Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. 1 turn 12m STR Save |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. |
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Lv 2 | Transmutation | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Until Long RestMelee Concentration |
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Lv 2 | Illusion | Action | Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Always Prepared |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration Always Prepared |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d8+[Spellcasting Modifier] Can only be used outside of combat |
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Lv 2 | Abjuration |
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Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. Grants Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. Until Long Rest Melee |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
6d6 Fire 10 Turns Always Prepared |
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Lv 2 | Evocation | Action |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Transmutation | Action |
2D4Piercing Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves. 18m 6m Concentration |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summons a floating, spectral weapon that attacks your enemies alongside you. 1d8+Spellcasting Ability ModifierForce Range: 18m |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. 100 turns Range: 18m Radius: 6m Concentration |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse. The target must be a Medium or Small corpse. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Your allies will regain the maximum hit points possible when headed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. 10 Turns |
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Lv 3 | Necromancy | Action |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs ot of its actions. 10 Turns Melee WIS Save Concentration |
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Lv 3 | Conjuration | Action | 3d10Lightning Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. 10 Turns 18m 2m DEX Save Concentration |
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Lv 3 | Evocation | Action | Radiate a holy power that emboldens nearby allies. Their weapons attacks deal an additional 1 - 4 Radiant damage. Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Necromancy | Action |
Put an ally in a protective coma. They become Resistant to all damage except Physic Damage. Disease and poison have no effect. 10 Turns Melee |
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Lv 3 | Illusion | Action |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. 3 Turns 1 Turn 9m WIS Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
8d6Fire Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. When stepped on by an enemy, the selected magical effect will trigger. Ony one glyph can be active at a time 3m 8m Dex Save |
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Lv 3 | Evocation | Bonus Action |
4-7 Healing Heal up to 6 allies. No effect on undead and constructs. 18m 18m |
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Lv 3 | Transmutation | Action |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 10 turns 6m 18m |
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Lv 3 | Abjuration | Action |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it. Melee |
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Lv 3 | Necromancy | Action |
Revive a companion. They return to life with 1 hit point. 9m 9m Always Prepared |
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Lv 3 | Conjuration | Action |
Call forth spirits to protect the area around you. On Save: Targets still take half damage. Caster can't become Invisible while concentrating on this spell |
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Lv 3 | Transmutation | Action |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. 10 Turns 18m WIS Save Concentration |
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Lv 3 | Conjuration | Action |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. 18m 9m Concentration |
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Lv 3 | Necromancy | Action |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. 9m |
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Lv 3 | Conjuration | Action |
Call forth spirits to protect you. Nearby enemies take 3-24 Radiant damage or 3-24 Necrotic damage per turn, and their movement speed is halved. On Save: Targets still take half damage |
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Lv 4 | Abjuration | Action |
Temporarily Banish your target to another plane of existence. 18m CHASave Concentration |
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Lv 4 | Enchantment | Action |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. 18m WIS SaveConcentration |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. Melee |
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Lv 4 | Enchantment | Action | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. 18m WIS SaveConcentration |
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Lv 4 | Conjuration | Action | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. Melee |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralyzed or Restrained. Melee |
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Lv 4 | Conjuration | Bonus Action | Summon a giant vine capable of dragging creatures toward itself. 9m Concentration |
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Lv 4 | Conjuration | Action | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. 9m |
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Lv 4 | Evocation | Action | 6-40 Damage Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. 2 Turns |
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Lv 4 | Evocation | Action | Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and outgoing damage. 3 Turns 9m DEX SaveConcentration |
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Lv 4 | Transmutation | Action | Transform a creature into a harmless sheep. 18m WIS SaveConcentration |
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Lv 4 | Abjuration | Action | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing. and Slashing damage. Until Long Rest Melee Concentration |
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Lv 4 | Evocation | Action | 5-40 Damage 5d8 Fire Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Necromancy | Action | Poison a target and possibly afflict them with a disease of your choice. Melee CON Save |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Aberration, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. Concentration |
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Lv 5 | Evocation |
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10 - 60 Damage 5d6Thunder Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. 1 Turn On Save: Targets still take half damage 9m CON Save |
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Lv 5 | Enchantment | Action | Make a humanoid fight alongside you. 18m WIS SaveConcentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
10-60 Damage 5d6 Fire Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage. 18m DEX Save |
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Lv 5 | Abjuration | Action | Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. Melee |
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Lv 5 | Enchantment | Action | Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns No effect on undead 18m WIS Save Concentration |
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Lv 5 | Conjuration | Action | 4 ~ 40 Damage 4d10 Piercing Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 5 | Evocation | Action | 6-7 Healing 3d8+3 No effect on undead and constructs. 18m |
PLANAR BINDING |
Lv 5 | Abjuration | Action | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Illusion | Action | Disguise up to 4 memebers of your adventuring party. 18m |
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Lv 5 | Transmutation | Action | Throw a creature or object up to 18m with a thought. Once per turn, yhou can use Telekinesis again without expending a spell slot. STR SaveConcentration |
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Lv 6 | Evocation | Action | 6-60 Damage Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn 18m DEX SaveConcentration |
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Lv 6 | Necromancy | Action | Raise a corpse as a heinous mummy that fights by your sde. Until Long Rest The target must be a Medium or Small corpse. 3m |
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Lv 6 | Necromancy | Action | 14-84 Damage 14d6 Necrotic Reduce a target's maximum hit points, but never below 1. Until Long Rest On Save: Targets still take half damage 18m CON Save |
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Lv 6 | Evocation | Action | 70 Healing Heal a target's wounds and remove Blindness and any diseases. No effect on undead and constructs. Melee |
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Lv 6 | Conjuration | Action | You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest 18m |
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Lv 6 | Conjuration | Action | Beseech one of these otherworldly entities for aid. 18m |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws Until Long Rest Melee |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. 18m Concentration |
All Cleric Spells Gallery
Cantrips
Cleric Lvl 1 Spells
Cleric Lvl 2 Spells
Cleric Level 3 Spells
Cleric Level 4 Spells
Cleric Level 5 Spells
Cleric Level 6 Spells
- Anonymous
Dont know if worth go full tempest cleric, maybe multiclassing.
- Anonymous
"Wait. You guys are letting enemies get close to you?" - This post brought to you, by Talos tempest gang
- Anonymous
Step 1: equip Waterspark Boots and Sparkwall Ring to your Tempest Cleric. Also equip some Reverberation equipment (Gloves of Belligerent are a good choice. Could also sub out for Stormy Clamour Boots instead)
Step 2: Have someone else cast Level 6 upcasted Create Water over your targets.
Step 3. Have your Cleric stand in the water and cast Call Lightning on something in the water.
Step 4: Watch enemies constantly get blasted backwards trying to reach you.
- Anonymous
Kinda seeing a really amusing blastwave tempest cleric, you stack reverberate with the gloves of belligerent skies and boots of stormy clamour, get the nyrulna and when you throw it you blast anyone with reverberations or teleport in and super hero landing with destructive wave.
Do a little more searching and test it, if ring of spiteful thunder and spine shudder amulet works too, you could use the tempest channel to get max damage on the blast wave, get 4-6 stacks of reverberation, knockdown every enemy with the blast or the prone from the boots.
Since you are also a cleric and do both radiant or necrotic damage with the wave plus guardian spirits you could stack up radiant orbs or whatever necrotic damage might be able to stack... you could even get the Markoheshkir if you don't want to go that deep in cleric later I guess.
I shall have some coffee and test this out.
- Anonymous
Used to main Life, now Tempest is the only domain for me. For all of the flak Tempest seems to garner, it is a phenomenal CC + Healer with the right equipment.
Water Sparklers + Sleetstorm is hilarious and effective beyond reason. Cast sleet storm on crowd, stand at edge; Have the character with highest initiative roll (or if it's your cleric at top initiative, who ever follows them) melt the ice with firebolt; the massive puddle will immediately get electrified, and with a lvl 6 Tempest Cleric, anything getting electrocuted on their turn will not only take damage but experience guaranteed knockback. When the Cleric finishes their turn, the puddle will refreeze, knocking everyone prone and halving movement with difficulty terrain. Repeat the process to lockdown a massive portion of the battlefield for 10 rounds, using nothing more than a 3rd level spell and a cantrip.
- Anonymous
War and tempest clerics haven't extra attack at lv 5 like in dnd 5e?
- Anonymous
You're telling me there's a whole temple to Umberlee modeled in the city of Baldur's Gate and I can't select her as a Tempest cleric?
- Anonymous
Here's what you do:
You put all your stats into WIS, CHA and CON. Start as tempest cleric. Multiclass into draconic sorcerer and spread levels equally. At max level you throw water at whatever you want to cease exisitng. Then you cast 2 lightning bolts in the same turn 1 at 6th level and 1 at 5th level, both automatically at max possible damage and double damage thanks to wet mechanic
- Anonymous
- Anonymous
A great subclass…… to take two levels in on other classes. As a monoclass cleric it’s mediocre . We REALLY need booming blade.
- Anonymous
Think the first hit of chain lightning can crit...
so if you level wizard, get a chain lightning scroll and learn it, then use freecasting (no spell cost), i think you can then respec into this and get a ridiculous crit on a wet target...
- Anonymous
Single turn fun:
- Drop a water bottle next to a group of enemies as a Free Action
- Shoot the water bottle with your Bonus Action using a Hand Crossbow
- Cast Call Lightning with your Action, proc maximized damage, for a 60 damage AoE.
- Anonymous
If you're looking for one of the strongest/funniest tempest build in my opinion, here's my input :
Until level 6, I was quite satisfied with the tempest cleric : quite straightforward, good damage, strong cc. But then, I discovered some insane combo that made the build amongst the funniest in the game, in my opinion.
At level 6, every lightning damage you deal push targets, without saving throw (if I'm not wrong). I thought "Ok, little bit weak for lvl 6, but meh...". God I was wrong.
The CC is applied on every sources of lightning damage. Lightning aura ? Yes. Electrified water field ? Yup'. You basically can turn into a monstruous automatic CC turret with the right preparation/equipment. Sleet storm, that was cool but kinda meh, becomes your most OP spell, converting half of the map into perma-CC land, as it can become electrified water after the first ice round, without saving throw.
Combine it with the Watersparkers boot (must have, in my opinion, can be found next to Mynthara spot in Act 1), and you get yourself scandaleous combo with sleet storm. Get the Real Sparky Sparkswall (shield in Grymforge, act 1), and you'll have a lightning aura that will perma CC enemies. Basically, every "automatic lightning damage items" are broken, with this build, starting from lvl 6. Give it a try, you'll have a blast (pun intented)
- Anonymous
Two things hold tempest back, the lack of the booming blade cantrip in game. Which would let them function in melee. And no access to lightning bolt. Really they should have given them lightning bolt at least.
- Anonymous
Been trying to make a lightning themed mage. Tried a few times multiclassing this and storm sorc, seems the best thing to do if for purely RP running 1 level cleric tempest with 11 storm sorc. at lower levels that lightning reaction to being melee'd is helpful, also running level 1 temp cleric allows for heavy/medium armor/high AC melee caster. nothing like the feeling of charging in and twin casting shocking grasp and not worrying about being killed the next turn. Also RPing a literal stormcloak follower of Talos (god of storms).
- Anonymous
Currently you can take one level of wizard and scribe higher level wizards spells from you cleric levels, so with wizard 1/tempest 11 you can get lighting bolt and chain lightning etc.
- Anonymous
Love how the lightning subclass gets almost no lightning spells, no lightning bolt, no chain lightning, pathetic. Only good way to go for a lightning caster is 2 levels in this here tempest cleric bc of destructive wrath and then going 10 levels in draconic sorcerer(lightning ancestry ofc) for the lightning spells, metamagic and all that stuff, makes a very good lighning spellcaster, WAY better than 12 levels of tempest cleric.
- Anonymous
Better than storm sorceres
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