You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Why is this a higher level than control water? This spell is pretty weak, disadvantage on ranged and grounding flying creatures. That's it? it could be so much stronger if you could hit tornado's or hurricane winds but you can't.
Yeah. This seems like a terrible ability. Prone on flyers after save. Disadvantage on ranged weapon attacks. Takes your concentration. Seems poorly balanced for 5th level. Even trying to account for some narrative coolness, the description kills utility... blinding debris? Nah! Impassable winds? Nope, just walk a little longer, unless you want to jump upwards, then have a boost...
i would errata/emend this in my campaigns to
I like knocking flyers prone with a strength check. Do they fall straight down and take falling damage on fail? That could be nice.
This spell is quite iconic and should have been a lot better. As written it would never get used in a game, and that is a real shame.
My changes:
Casting word is:
Dominatus Breezium
It's a Str save, not a Str check, per the spell description... But yes: https://www.dndbeyond.com/sources/basic-rules/combat#FlyingMovement
It's dom-in-A-tus, not DOM-in-a-tus...
No it isn't 🛑