Base Class: Cleric
Air helps everything live and thrive and you believe that. You know that. Characters who choose this domain understand the balance wind creates and the need for it. The air breezes, giving you messages from your god. Gods of this domain include Talos, Obad-Hai, The Devourer, Gruumsh, The Daghdha, Zeus, Njord and Kord.
Whirlwind Spells
|
Cleric Level |
Spells |
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
storm sphere, summon elemental (Air only) |
|
9th |
Bonus Proficiency
Starting at 1st level, you gain proficiency with all ranged weapons and learn the cantrip gust which doesn't count against the cleric cantrips you know. In addition, ranged weapon can fire up to there long distance without imposing disadvantage but can't fire any futher.
Windy Defence
Also at 1st level, you can cause a gust of wind to knock a projectile off course.
When you get targeted for a ranged attack by a hostile creature you can see, you may use your reaction to impose disadvantage to the attack roll. You may use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a short or long rest.
Channel Divinity: Knock Back
At 2nd level, you can use your Channel Divinity to add force into your attacks.
When a melee or ranged attack hits, you can use your Channel Divinity to push the target up to half your current walking speed and take an extra 2d8 force damge. The creature then must make a dexterity saving throw or fall prone.
Accurate Archery
Starting at 6th level, you gain incredible accuracy with ranged weapons.
Your great archery skills allow you to ignore half cover and three quarters cover.
Also, if you miss with a ranged weapon you may add your wisdom modifier to the roll, you can use this after you have seen the roll but before the DM declears whether it hits or misses. You may use this feature twice before having to take a long rest.
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 force damage to the target. When you reach 14th level, the damage increases to 2d8.
Channel Divinity: Power Surge
At 17th level, you may use your Channel Divinity to blast wind to knock back your enemies.
You may use your action to unleash strong winds out from you in a 200ft sphere centred on yourself. Each creature in that area must succeed on a strength saving throw against your spell save DC or take 3d8 force damage, gets blasted out of the sphere and falls prone. If they succeed, they take half as much damage, are thrown 60ft away and don't fall prone. Any flying creature immediately fails the save.
After you use this feature, you gain a flying speed up to your current walking speed for 2 minutes.
Comments