Upheaval

Cleric


The world is full of priests and followers of gods, but few of these are clerics. Clerics aren't common followers, neither are they the keepers of religious ceremonies. They are fighters endowed with divine power. Their calling is to show the world the power of their deities through extraordinary deeds.

LevelEnergy PoolCombat Proficiency BonusNew Abilities
1st3+0Special weapon proficiency, aura, bonus languages, domains, spells, new technique, energy pool, 1st domain abilities
2nd6+1Proficient domain spell 1
3rd9+2New technique
4th12+3Ability score increase, harness divine power
5th15+32nd domain abilities, new cantrip
6th18+4New technique
7th21+5Proficient domain spell 2
8th24+6Ability score increase, extra attack
9th27+6New technique
10th30+73rd domain abilities, new cantrip
11th33+8Divine intervention
12th36+9New technique, ability score increase
13th39+9Harness Divine Power x2
14th42+10Proficient domain spell 3
15th45+11New technique, 4th domain abilities, new cantrip, extra attack
16th48+12Ability score increase
17th51+12Hierophant gift
18th54+13New technique, hierophant gift
19th57+14Hierophant gift
20th60+15Ability score increase, hierophant gift, harness divine power x3
LevelEnergy PoolCombat Proficiency Bonus
1st3+0
2nd6+1
3rd9+2
4th12+3
5th15+3
6th18+4
7th21+5
8th24+6/1
9th27+6/1
10th30+7/2
11th33+8/3
12th36+9/4
13th39+9/4
14th42+10/5
15th45+11/6/1
16th48+12/7/2
17th51+12/7/2
18th54+13/8/3
19th57+14/9/4
20th60+15/10/5
LevelNew Abilities
1stSpecial weapon proficiency, aura, bonus languages, domains, spells, new technique, energy pool, 1st domain abilities
2ndProficient domain spell 1
3rdNew technique
4thAbility score increase
5th2nd domain abilities, new cantrip
6thNew technique
7thProficient domain spell 2
8thAbility score increase
9thNew technique
10th3rd domain abilities, new cantrip
11th--
12thNew technique, ability score increase
13th--
14thProficient domain spell 3
15thNew technique, 4th domain abilities, new cantrip
16thAbility score increase
17thHierophant gift
18thNew technique, hierophant gift
19thHierophant gift
20thAbility score increase, hierophant gift
LevelSpell Slots Per Day
1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd31-------
4th32-------
5th321------
6th332------
7th4321-----
8th4332-----
9th44321----
10th44332----
11th444321---
12th444332---
13th4444321--
14th4444322--
15th44444321-
16th44444322-
17th444443221
18th444443321
19th444443322
20th444443332

Class Features

Prime Ability: Wisdom

Hit Points: d8 + Con bonus per level

Skill Points: Low (2 points per level)

Knowledge Points: Low (2 points per level)

Class Save DC: 10 + Character Level + Wis Bonus

Spell Attack: Character Level + Wis Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency, special weapon proficiency (see below)

Armor Proficiency: Light, Medium, and Heavy Armor Proficiency, Shields Proficiency

Other: Scribe Scroll, Brew Potion

Special Weapon Proficiency

Each clerical order has a favored weapon that relates to their particular deity. Clerics automatically start with Simple, Martial, or Exotic weapon proficiency (whichever is most appropriate) in the particular weapon favored by their deity.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Bonus Languages

As a cleric you may learn one of the following as a primary, class-based language: Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). The GM may allow another bonus language, too, if appropriate.

Domains

While all deities are powerful, that power is often focused on in a very particular direction. Likewise, clerics of these deities have powers that are focused on a few specific domains. These domains are characteristic of their deity, and they grant abilities and spells appropriate to their area of devotion. For instance, a god of the harvest may grant the Weather, Plant, and Earth domains to their followers, giving them power over these interests. On the other hand, the goddess of librarians may grant the Knowledge, Mind, and Protection domains.

All clerics start with the cleric domain. This domain includes the general spells that all clerics have. Work with your GM to choose another 3-4 domains that are most appropriate for your deity. If you want your cleric to be a healer, be sure that one of these is the life domain.

As a cleric, you are granted certain abilities for each of the domains associated with your deity. These domain abilities aren't always magical combat options or powerful protections, but they represent the basic influence you, as a representative of your faith, have over the world around you. Each domain grants influence over and antipathy to certain types of creatures or situations.

You gain all the abilities from one domain associated with your deity at 1st level. At 5th, 10th, and 15th levels you may pick another domain associated with your deity (if you have another available) and learn its domain abilities.

See the Domain List, below.

Spells

As a cleric, you prepare spells each day which belong to the domains granted by your deity plus the cleric domain (see Domain Spell Lists). You must choose and prepare spells from this list in advance at a specific time each day. During this time, you spend 1 hour in quiet supplication, allowing you to renew your daily allotment of spells. Unlike other casters, time spent resting has no effect on whether you can prepare spells. You may prepare a number of spells per day equal to 2+ your level + Wis Bonus.

To cast your prepared spells, you expend a spell slot of the appropriate level. The prepared spell remains in your repertoire, and you may continue to re-cast the same spell over again provided you have spell slots available. The number of spell slots you get per day is dependent of your character level (see the table above).

Generic Cleric Spell List (optional)

For clerics, domain-based spell lists are standard. If you instead prefer to work off of a more generic spell list, use the Oracle's spell list, but keep the domain abilities that you would normally receive.

Cantrips

Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish.

See cantrips.

Energy Pool (Su)

As a cleric, you act as a vessel for energy channeled from your deity. This energy is used to power your domain abilities. You have an energy pool with a number of points equal to 3x your level. Your energy pool is recharged completely after a long rest.

Proficient Spells

Domain spells gradually become more and more second-nature to clerics who use them frequently. As such, clerics become so proficient with some spells that they no longer need to prepare them daily. These spells still require spell slots when cast, but they don't count toward your daily limit on prepared spells. At level 2, 7, and 14 you may choose one domain spell (not cleric) that becomes proficient. Once selected, this choice is permanent.

Harness Divine Power

At 4th level, you can use your energy pool to fuel your spells. Once per day, as a bonus action, you can restore one used spell slot by expending one point from your energy pool per spell level. You can use this ability 2x/day at level 13, and 3x/day at level 20.

Extra Attacks (Ex)

At level 8 and again at level 15, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.

Divine Intervention

Beginning at 11th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Hierophant Gifts (Su)

Starting at level 17, you are endowed with gifts from your divine benefactor. Each time you gain a level, you may choose from one of the following.

Blast Infidel: You can use necromancy spells to their maximum effect on creatures with an alignment opposed to you (see table below). In such cases, your necromancy spells are under the effect of the Maximize Spell technique (without needing to cast the spell at a higher level). Undead affected by this ability heal the maximized amount of damage.

Faith Healing: You can use healing spells to their maximum effect on creatures of the same alignment (including yourself). These spells are cast as if done with the Maximize Spell feat without using a higher-level spell slot.

Gift of the Divine: This ability allows you to transfer the use of one of your "turn" domain abilities to a willing creature. When you make the transfer, you determine how long the gift will lasts (one to seven days). You also determine how many points from your energy pool to lend to the recipient. Turning costs the same amount it does for you. This pool refreshes each day, as yours does. The pool can only be used for this ability.

Metamagic Technique: You can choose a metamagic technique in place of one of the special abilities described here if desired. When using this technique, the spell leveling requirements are one level less than normal.

Spell Power: Choose one spell school. All spells cast from that school are considered enhanced (see Enhanced Spells). This ability can be selected more than once, allowing you to select a new school each time.

Spell-Like Ability: You can use one of your cleric spell slots to permanently prepare one of your domain spells as a spell-like ability that can be used twice per day. You do not use any components when casting the spell, unless it has a costly material component. The spell normally uses a spell slot of the spell's level (or higher, if you choose to permanently attach a metamagic feat to the spell chosen). If you choose a spell slot higher than normal, you can cast the spell-like ability extra times per day. Each additional spell level allows you to cast the spell one extra time per day

DOMAIN LIST

Acid

Domain Strengths: Combat

Neutralize Acid

As a reaction, you may touch an adjacent ally (or yourself) who has just been dealt acid damage and attempt to neutralize it. You reduce the damage from such acid by 1d10 + your wisdom modifier for that round only. For each round that the acid deals damage, you may choose to use a standard action to continue neutralizing the acid and reducing its damage. This does not affect creatures immersed in acid, though it can aid them once they are removed.

Transform Acid

As a standard action, you can expend a point from your energy pool to turn one flask worth of holy water into acid or vice versa.

Affliction

Domain Strengths: Weakening Enemies

Hex

You gain one witch's hex from among the following: Blight, Charm, Cursed Wound, Discord, Enemy Ground, Evil Eye, Misfortune, Peacebound, Pollute Water, or Unnerve Beasts. The hex you choose functions exactly as it would for a witch except that it requires one point of energy from your pool to use.

Curse Identification

You are instantly able to identify any curse laid upon a target, and all the specific instructions about how to break it before someone can cast remove curse. No check is necessary for this (automatic success).

Air

Domain Strengths: Combat Spells, Enhancing Allies, Protection, Utility Spells

Control Air Creatures

You can control air creatures in the same way some clerics can Control Undead (see Death domain).

Turn Earth Creatures

As a standard action, you can release a wave of radiant energy that causes all earth creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.

Animal

Domain Strengths: Enhancing Allies, Protection, Minions

Speak with Animals

You are able to communicate with animals. By expending 1 point from your energy pool, you are able to cast speak with animals as an intuitive, spell-like ability.

Wild Empathy

You gain the wild empathy common ability.

Nature's Bond

You connection to animals manifests itself in one of two ways. First, you may choose to have an animal companion. Alternately, you may choose to charm animals. This functions similarly to the spell except that instead of using a spell slot, you expend 1 point from your energy pool to cast it.

Blood

Domain Strengths: Enhancing Allies, Protection

Bleeding Touch

As a standard action, you may spend 1 energy point and make a spell attack (touch) against a target. If successful, you inflict 1d6 bleed damage on your opponent for a number of rounds equal to half your cleric level. At level 9, you can use a bonus action to add this bleed damage to a melee or ranged attack you have successfully made that round.

Acidblood

As a bonus action you can spend 1 energy point and make your blood toxic to creatures who would prey upon you. Any creature that bites you (or uses an equivalent digestive orifice to cause damage), does as much damage to itself as it inflicts upon you. This effect functions the same if the bite does constitution damage. Creatures that actually ingest your blood continue to take half damage for 1d4 rounds or until they purge the blood from their system. This effect lasts 1 round per cleric level.

Creation

Domain Strengths: Utility Spells

Create Gear

By spending one point of energy, you can create any simple object that weighs no more than 1 pound per cleric level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession and cannot be used as a material component. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire.

Inspire Creation

By spending one point of energy, you can grant divine inspiration to a target, granting them advantage on their next craft check. This inspiration must be used within 24 hours.

Death

Domain Strengths: Combat Spells, Undead Minions

Control Undead

As a standard action, you can attempt to gain mental control over an undead creature. The targeted undead gets a Cha saving throw against your save DC to resist the effect. If successful, you gain control over the undead creature and can issue vocal commands to it (or all others you control) as a standard action. You can control multiple creatures, provided their HD total doesn't exceed your cleric level.

Attempting control requires 1 point of energy per HD of the creature whether successful or not. You must pay this cost daily to maintain control, but as long as you do, your control lasts indefinitely. Intelligent undead get a new saving throw each day to break the effect. If you die, fall unconscious from loss of hit points, or go 24 hours without expending points from your energy pool, they are immediately freed. Free undead continue their normal behavior, and intelligent ones remember that you have controlled them.

Channel Necrotic Energy

As a standard action, you can release a wave of energy by channeling the power of your faith through your symbol. You may choose to have this energy either a) heal undead or b) injure the living. Each time you release necrotic energy, you may choose one of these two effects. This energy affects all within 30-foot radius from you. For each point expended (max = 1/2 your level) from your pool, you heal undead or cause injures worth 1d6 hit points.

Destruction

Domain Strengths: Combat Spells

Destructive Roots

You can root yourself to your current spot and cause the world around you to fall apart. As a standard action, by spending one point of energy, you can cause the ground in a 5-foot radius burst centered on you to crumble and rupture, becoming difficult terrain. As a move action on subsequent rounds, you can continue to concentrate on this area as though concentrating on a spell; doing so increases the radius of difficult terrain by 5 feet (maximum 30-foot-radius). You immediately cease concentrating if you move from the square you started in when you activated this ability. Difficult terrain created by this ability remains for 24 hours before returning to its original state.

Dust to Dust

Once per day as a standard action, you can use one energy point to cause the weapons around you to shatter in their wielders’ hands. When you use this ability, attempt a single spell attack against the AC of each target. Every creature except you in a 10-foot radius that is wielding a normal manufactured weapon (non-magical, non-masterwork) is targeted by the same attempt. You deal an amount of damage to each weapon affected equal to 1d4 × your Wisdom modifier (minimum 1d4). At 11th level, this damage increases to 1d6 × your Wis modifier (minimum 1d6) and you can use it twice a day.

Earth

Domain Strengths: Combat Spells, Protection, Utility Spells

Control Earth Creatures

You can control air creatures in the same way some clerics can Control Undead (see Death domain).

Turn Air Creatures

As a standard action, you can release a wave of radiant energy that causes all air creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.

Fire

Domain Strengths: Combat, Enhancing Allies, Protection

Control Fire Creatures

You can control fire creatures in the same way some clerics can Control Undead (see Death domain).

Turn Water Creatures

As a standard action, you can release a wave of radiant energy that causes all water creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.

Ice

Domain Strengths: Combat

Control Ice

As a standard action you can instantly freeze liquid or melt ice. This ability affects 1 cubic foot of liquid/ice per point of energy expended, emanating from a touched point. If you prefer to create ice on the surface of a body of water (or vice versa), you can freeze one 5-foot square for every 2 energy points expended. This surface ice is about 4-5 inches thick and capable of supporting the weight of most medium and large creatures.

Ice Tell

As a standard action you can touch a piece of natural ice, use a point of energy, and speak with it as per the Stone Tell spell. The ice can tell you who or what has touched it since it was frozen, as well as anything covered or concealed by the ice.

Justice

Domain Strengths: Weakening Enemies, Controlling Enemies, Knowledge

Chains of Justice

Once per day, you can bind an opponent within 60 feet to you with spectral chains (wisdom save negates). When you take damage from an enemy, the bound target takes this damage as well. Whenever the bound target takes damage from you or one of your allies, you take this damage as well. You and the target are not physically bound to each other, and either can end the connection by breaking the line of effect or exceeding the ability’s range. You may dismiss the chains as a standard action.

Unjust Critical

Once per day, you can right a wrong and negate critical hit damage you see within 30 feet. The hit still does regular damage, though.

Knowledge

Domain Strengths: Protection, Knowledge

Lore Keeper

You can touch a creature and use one energy point to learn about its abilities and weaknesses. With a successful spell attack (touch), you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Knowledgable

Each level, you gain a number of bonus knowledge ranks equal to your wisdom modifier. These bonus ranks can only be applied to knowledge skills.

Divine Librarian

You have access to a small pocket dimension where you can store books or scrolls. You can store or retrieve any book to or from the dimensional library as a bonus action. Much like using a bag of holding, you simply have to visualize the book you want, and it appears in your hand. You can store 2 books/scrolls per cleric level in your library. No other items may be stored there.

Life

Domain Strengths: Healing

Channel Healing Energy

As a standard action, you can release a wave of energy by channeling the power of your faith through your holy symbol. This energy heals all living creatures in a 30-foot radius from you, even enemies. For each point expended from your pool (max = 1/2 your level), creatures heal 1d6 hit points.

Destroy Undead

You can also channel divine energy to destroy undead within a 30-foot radius. For each point of energy that you expend (a maximum of half your level rounded up), you deal 1d6 points of radiant damage. A successful wisdom save halves this amount. Channeling energy to destroy undead takes a standard action.

Lightning

Domain Strengths: Lightning

Elemental Focus

By using one point from your energy pool, you can gain advantage when saving against any electrical effects.

Elemental Manipulation

By using one point from your energy pool, you can modify any spell you have that deals elemental damage and have it deal electrical damage instead. Alternately, you can boost a spell that already does electrical damage forcing your targets to save at disadvantage.

Mind

Domain Strengths: Weakening Enemies, Controlling Enemies

Improved Concentration

You have advantage on all concentration checks.

Read Thoughts

By using two energy points, you are able to read surface thoughts of a single target within 60 feet of you. The target gets an Intelligence save to prevent this effect.

Mutation

Domain Strengths: Enhancing Allies, Protection

Body Mutations

You may choose to acquire one of the Alchemical Body Mutations. You do not have to choose this mutation right away, but may save it for any point in your character's development. For the sake of prerequisites, use your cleric level in place of the alchemist level.

Detect Aberrations

You can detect aberration creatures as per the Detect spell, at will.

Night

Domain Strengths: Weakening Enemies

Deeper Darkness

Darkness spells that you cast create darkness that is one level darker than listed in the spell description.

Enhanced Darkvision

You gain darkvision (60 feet). If you already have darkvision, your range doubles.

Magical Light Dismissal

As a bonus action, you can dispel a magical light source as if you had cast dispel magic on it. This does not use a spell slot but does require you to expend one point of energy from your pool. The light source is instantly dispelled (no check). Magical items instead have their light-based effect suppressed for 1d4 rounds.

Planes

Domain Strengths: Knowledge, Transportation

Skill Focus

The cleric gains Skill Focus (Planes)

Counter-Summoning

As a reaction, you can counter an extra-planar summoning effect that you are aware of. To do so, you must expend a number of energy points equal to the level of the summoning spell.

Detect Extra-planar Creatures

You can detect extra-planar creatures as per the Detect spell, at will.

Plants

Domain Strengths: Protection, Knowledge

Speak with Plants

You are able to communicate with Plants. By expending 1 point from your energy pool, you are able to cast speak with plants as an intuitive, spell-like ability.

Charm Plant Creatures

By expending 1 point from your energy pool, you can attempt to charm plant creatures. This functions like the charm spell, except that it only affects plants.

Woodland Stride

You are able to walk through areas overgrown with plants, thorns, or other natural vegetation at ease. Rough terrain cause by plant sources does not affect your movement speed.

Protection

Domain Strengths: Enhancing Allies, Protection

Enhanced Sanctuary

You have trained in the ability to enhance and alter the sanctuary spell. By spending points from energy pool, you can choose one of the following effects:

You can select multiple effects if you have enough energy points to pay each of the costs.

Spell Penetration

You gain a +2 competence bonus on spell attack rolls made to break an opponent's magical defenses by overcoming spell resistance.

Sickness

Domain Strengths: Combat, Weakening Enemies

Touch of Virulence

As a standard action, you can use one point of energy, touch a diseased creature, and exacerbate its condition. If it fails a Con save, the creature takes damage as if it had failed against the disease itself and the onset time for the disease ends.

Disease Immunity

You are immune to disease.

Strength

Domain Strengths: Enhancing Allies, Protection

Grant Strength / Imbue Weakness

You are able to strengthen or weaken a target. To do so, you must make a successful spell attack (touch). Unwilling targets get a Strength saving throw to resist the effect. Targets gain advantage / disadvantage on Strength checks, skills, saving throws. They also gain advantage or disadvantage on melee attack rolls. This effect lasts one round per point of energy expended when the touch attack is made.

Traps

Domain Strengths: Trickery, Trap Creation

Trapper

You gain the Trapper proficiency, allowing you to use the Traps skill.

Skill Focus

You gain the Skill Focus (Traps) common ability.

Travel

Domain Strengths: Transportation

Agile Feet

As a free action, you can use 1 energy point to gain increased mobility for 1 round. You gain +10 to your movement, and ignore all penalties for moving through difficult terrain.

Dimensional Hop

By spending 1 energy point, you are able to teleport a short distance as part of your movement action. The distance you teleport counts toward your total movement that round, and as such, you cannot teleport farther than your movement speed. This movement doesn't provoke an attack of opportunity, though, and can be used to traverse obstacles, move upward, or avoid traps. You must have line-of-sight on your teleport destination. You can bring 1 other willing creature with you as you hop.

Trickery

Domain Strengths: Protection, Trickery

Illusionary Expertise

You gain advantage on saving throws meant to resist the effects of Illusion spells.

Copycat

You can create an illusory double of yourself as a move action by expending two energy points. This double functions as a single Mirror Image and lasts for 1 minute (concentration) or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

War

Domain Strengths: Combat, Protection

Combat Abilities

Choose one of the General Combat common abilities. You get this ability free, without having to allocate technique slots to it.

Hand of the Acolyte (Su)

By using 1 point of energy, you can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll and damage instead of your Dexterity modifier.

Water

Domain Strengths: Combat

Control Water Creatures

You can control water creatures in the same way some clerics can Control Undead (see Death domain).

Turn Fire Creatures

As a standard action, you can release a wave of radiant energy that causes all fire creatures within 30 feet of you to flee for one minute as if frightened (level 4). A charisma save negates this effect. Intelligent creatures receive a new saving throw each round. Turning expends 1/2 your cleric level (rounded up) worth of points from your pool. Any damage done to turned creatures breaks the effect.

Weather

Domain Strengths: Combat, Utility Spells

Channel Clouds

As a bonus action, you can expend up to half you level in energy points to create a circular cloud that floats over your head. The cloud has a 20-foot radius and will appear up to 30 feet above you in the air. As a free action, you can move the cloud up to 30 feet in any direction each turn. If the room is too small for the cloud, it fills as much space as possible within 20 feet of its center. The cloud cannot be attacked and touching it has no effect, but it can be dispelled. A strong breeze can move it, but it will retain its shape in all but the most violent winds. As a bonus action, you can command the cloud to release its energy in a torrent of rain. Everything the rain falls on is affected by the energy--healing or inflicting damage, but not both (dealing or healing 1d6 points of damage per point). The cloud fades away after it rains or after 1 hour has passed. The cloud has no effect on undead.

Weather Sense

You have advantage on all checks related to predicting weather or sheltering from its effects.