The Air Domain celebrates the ever-shifting currents of wind and sky. Clerics of this domain serve deities of storms, freedom, and the boundless heavens, channeling the raw power of the atmosphere into divine magic. They are often wanderers and messengers, their faith tied to the open sky rather than stone walls. Air Domain clerics tend to be free-spirited and dynamic, seeing change as a necessary part of life.
This domain is often granted by gods of storms and deities tied to speed and travel, but also by elemental lords of air. Temples devoted to the Air Domain are rare; more often, clerics carry their faith with them, building temporary shrines on mountaintops, in open plains, or aboard swift ships.
The magic of the Air Domain emphasizes movement, invisibility, and destructive power delivered with lightning’s speed. Many clerics of this domain learn to take on an ephemeral form or to command the winds themselves, making them some of the most mobile and unpredictable of divine casters.
Domain Spells
1st-Level Cleric (Air Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Voice of the Wind
1st-Level Cleric (Air Domain) Feature
You can speak Auran, the language of air elementals, and your voice carries unnaturally in open spaces. In addition, you gain proficiency in
Acrobatics.
In addition, as an action, you can project your voice on the wind. Choose a point within 300 feet you can see; your voice emanates clearly from that point as if you were standing there. Creatures more than 30 feet away from the point hear only a faint whisper. This ability does not work in a vacuum.
Channel Divinity: Turn Earth
2nd-Level Cleric (Air Domain) Feature
As an action, you present your holy symbol and speak a prayer censuring creatures of Earth. Each creature with the
Earth Subtype that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Rebuke Air
2nd-Level Cleric (Air Domain) Feature
As an action, you present your holy symbol and speak a prayer commanding creatures of Air. Each creature with the
Air Subtype that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage from you or your companions. A creature whose CR is higher than your cleric level is immune to this effect.
A rebuked creature must spend its turns following your direct orders, which you can give as a bonus action to any number of rebuked creatures under your control. The same command must be given to each. A rebuked creature with an Intelligence score of 6 or higher ends this effect immediately if it is issued a suicidal command.
Windborne Step
6th-Level Cleric (Air Domain) Feature
You can briefly ride the currents of the wind. When you move on your turn, you can ignore difficult terrain, and you can move through a creature’s space as if it were difficult terrain. In addition, you can use a bonus action to gain a flying speed equal to your walking speed until the end of your turn. You can use this bonus action a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Potent Spellcasting
8th-Level Cleric (Air Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
Avatar of the Sky
17th-Level Cleric (Air Domain) Feature
You are a living conduit of the open heavens. You gain the following benefits:
- You gain a Fly speed of 30 feet.
- You gain resistance to Lightning and Thunder damage.
- As an action once per long rest, you can create a storm surge in a 30-foot radius centered on yourself. Each creature of your choice in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 thunder damage and is pushed 30 feet away and knocked Prone. On a successful save, it takes half damage and is not pushed or knocked Prone.
Deities of the Air Domain
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