Cleric
Base Class: Cleric

Clerics of the Mizzle Domain are devout followers of the gods of weather, and their faith is deeply rooted in the natural world. They believe that the weather is a living entity that should be revered and respected and that it is their duty to harness its power for the benefit of all. These clerics are experts in understanding the intricacies of the climate and can predict weather patterns with incredible accuracy. They use their powers to bring life-giving rain to arid lands, to protect crops from devastating storms, and to punish those who would cause harm to the natural world.

Mizzle Domain Spells

Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th conjure elemental, control winds

 

Weather´s Blessing

At 1st level, only while under precipitation of any kind. Once per round, when you successfully hit a creature with a melee attack or spell you gain the ability to add a 1d4 to damage rolls, including healing. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Additionally, you gain resistance to lightning damage while in a storm.

Your Weather´s Blessing die changes when you reach certain levels in this class. The die becomes a 1d8 at 5th level, a 1d10 at 10th level, and finally a 1d12 at 15th level.

Channel Divinity: Stormcaller

Starting at 2nd level, you can use your Channel Divinity to call forth a storm. As an action, you can invoke heavy rain, hail, or a thunderstorm within a 60-foot radius centered on yourself. At the start of each of their turns, creatures within the area must make a CON saving throw or take 1d8 thunder or cold damage (your choice) and be deafened for 1 minute. On a successful save, they take half damage and are not deafened. The channeled storm then dissipates after an hour.

The damage dealt by this ability increases at 11th level (2d8). and again so at 17th level (3d8).

Channel Divinity: Wings of the Tempest

At 6th level, you can use your Channel Divinity as an action to summon wings made up of either air, water, or sparks. These wings allow you to fly at a speed of 30 feet and grant you advantage on Wisdom (Perception) checks and Dexterity (Acrobatics) checks while flying. The wings lose their shape after 2 hours of being formed. The number of hours the wings are able to keep their manifested body for increase as you level up, 4 hours at 8th level, 8 hours at 12th level, and 12 hours at 15th level

The wings are not just a physical manifestation of your connection to the weather, but they also provide unique abilities that change depending on the type of wings you summon. If you summon wings made of air, you gain the ability to move through difficult terrain as if it were normal terrain while flying. If you summon wings made of water, you also gain a swimming speed equal to your current flying speed. If you summon wings made of sparks, you may use your Dash action as a bonus action while flying.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormlord's Resilience

At 17th level, you have become one with the forces of the storm. You gain resistance to cold, thunder, and your previous lightning damage resistance is now active even outside of precipitation events. In addition, you can now use Weather's Blessing even when it's not raining.