Disaster Domain

The Disaster Domain represents the whims of gods coalescing into natural disasters of various sizes and scales. Clerics of disaster feel that disasters are a natural part of life, and that it is a necessary challenge to overcome.

### Disaster Domain Spells

 1st
 3rd
 5th
 7th
 9th

### Elemental Attunement

When you choose this domain at 1st level, you attune yourself to one damage type: acid, cold, fire, or lightning. You gain resistance to the damage type you choose and the type you choose impacts later features.

#### Acid

Attune to Acid, this gives your resistance to acid damage as well as impacting further class features.

#### Cold

Attune to Cold, this gives your resistance to cold damage as well as impacting further class features.

#### Fire

Attune to Fire, this gives your resistance to fire damage as well as impacting further class features.

#### Lightning

Attune to Lightning, this gives your resistance to lightning damage as well as impacting further class features.

### Elemental Infusion

Also starting at 1st level, your elemental spells are empowered based on your initial attunement. When you cast a spell that deals damage of the corresponding attunement you can add your wisdom modifier to one damage roll of the spell.

### Channel Divinity: Disastrous Downpour

Starting at 2nd level, you can use your action to use your Channel Divinity to wreak havoc on the area. The effect of this feature changes depending on your attunement. All of the effects listed must be centered on a point within 100 feet of you. All effects last for 1 minute, after which they disappear. Only 1 effect can be active at a time.

Acid: You conjure a 30 foot radius sphere of toxic clouds that unleash a downpour of acid rain. If a creature that moves into the acid for the first time on a turn or starts its turn there, roll an amount of d8s equal to your wisdom modifier. The creature then takes acid damage equal to the outcome of the roll. After the damage the creature must also make a constitution saving throw against your spell save DC or be afflicted with the poisoned condition until the start of their next turn as the toxic downpour seeps into their body.

Cold: You conjure a 30 foot radius, 50 foot tall cylinder filled with a biting blizzard. If a creature that moves into the blizzard for the first time on a turn or starts its turn there, roll an amount of d10s equal to your wisdom modifier. The creature then takes cold damage equal to the outcome of the roll. After the damage, if the creature is concentrating on a spell they must make a concentration saving throw, the DC for the concentration save being your cleric spell save DC.

Fire: You conjure a 30 foot radius sphere of blazing inferno that burns anything in its path. If a creature that moves into the inferno for the first time on a turn or starts its turn there, roll an amount of d12s equal to your wisdom modifier. The creature then takes fire damage equal to the outcome of the roll.

Lightning: You conjure a 30 foot radius sphere of dark clouds that unleash a downpour of lightning bolts on anyone who dares to come close. If a creature moves into the storm for the first time on a turn or starts its turn there, roll an amount of d6's equal to your wisdom modifier. The creature then takes lightning damage equal to the outcome of the roll. After the damage the creature must also make a constitution saving throw or have their movement speed be set to 0 until the start of their next turn.

### Fluid Attunement

Beginning at 6th level, your devotion allows you to modify your attunements to elemental forces. After completing a long rest you can change your elemental attunement to one of the other options presented.

### Elemental Exceptions

At 8th level, you gain the ability to sculpt the forces of disaster away from your allies. When you use Channel Divinity: Disastrous Downpour you can designate any number of creatures to be immune to the effects.

### Cataclysm

Starting at 17th level, when you use Channel Divinity: Disastrous downpour you can choose the radius of any effect from a range of 30-400 feet, and you can center it anywhere 1000 feet from you.