Cleric
Base Class: Cleric

Free-willed and adventurous, these Clerics worship the deities of the Air, always letting the ever-flowing winds guide them in their lives. Deities that Air Domain Clerics worship include Syranita, creator of the aarakocra, Akadi, primordial of wind, or Aerderie Faenya, elven aspect of Akadi.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Gust cantrip if you don't already know it. This cantrip counts as a cleric cantrip for you, but it doesn't count against the number of cleric cantrips you know.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Speedy Senses

At 1st level, your senses become attuned to the wind. You can take a bonus action on each of your turns in combat. this action can be used only to take the Dash, Disengage, or Dodge action.

Channel Divinity: Godspeed

At the 2nd level, your Channel Divinity feature allows you to call upon the winds to embody you. For one hour, your flying and walking speeds increase by 10 feet and you gain a +1 bonus to your AC. If you don't have flying speed you gain 10 feet flying speed.

Light as a Feather

Beginning at 6th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Divine Strike

At the 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 extra damage increases to 2d8.

Wrath of Wind

Starting at 17th level, you can harness the full potential of the winds. As a bonus action, you become a paragon of the wind and for the next minte you gain the following benefits:

  • Your movement speed is doubled.
  • Attacks made against you have disadvantage on the roll.
  • You can concecrate on two spells, provided at least one of them is one your Wind Domain spell list.
  • You can use your action to cast the Whirlwind spell.

Once you use this feature, you can't use it again until you finish a Long Rest.

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