Base Class: Cleric
Followers of this divine domain emphasize detachment to the physical and material worlds, and place a focus on the social and emotional aspects of life. Clerics of this faith are often wandering adventurers with long family histories of worship and honor. Whether that means leaving all of your possessions behind, or simply continuing on as normal, this Domain deals mainly freedom - whether it be freedom of choice or freedom of movement.
Domain Spells
You gain domain spells at the cleric levels listed in the Wind Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wind Domain Spells
Cleric Level | Spells |
1st | Longstrider, Catapult |
3rd | Gust of Wind, Warding Wind |
5th | Fly, Wind Wall |
7th | Haste, Freedom of Movement |
9th | Control Winds, Passwall |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Gust Cantrip, if don't already know it. This cantrip counts as a cleric cantrip for you, but does not count against the number of cantrips you know.
Bonus Proficiencies
Also at 1st level, you gain proficiency with Martial Weapons and Smith's Tools.
Speedy Senses
At 1st level, your senses have become attuned to the wind.
You can use the Dash, Disengage and Dodge actions as a bonus action on your turn.
Channel Divinity: Blustery Blast
At 2nd level, you can use your Channel Divinity to create a torrent of wind around you.
As an action, you present your holy symbol and cause winds to sweep around you in a 20 ft. radius. Non-magical fires within this radius are extinguished, and vapors, gasses, and fog is dispersed by this wind.
In addition, any creatures of your choice within range must make a Strength saving throw against your spell save DC. On a failure, an affected creature is pushed back 20 ft. from you in a straight line, and falls Prone. On a success, the creature moves half as far and is not knocked prone.
Swirling Spirit
At 6th level, you are able to empower yourself with wind whenever you cast a spell.
Whenever you cast a spell of 1st level or higher, you gain a flying speed equal to your walking speed - this flying speed lasts for a number of rounds equal to the level of spell slot you expend. If you are airborne when this flying speed ends, you descend as if under the effect of the Feather Fall spell.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the bellowing power of the wind.
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.
Wind Wraith
At 17th level, you can harness the full potential of the winds.
As a bonus action, you become a paragon of the wind, gaining the following benefits for the next minute:
- Your movement speed is doubled.
- Attacks made against you are made with disadvantage.
- You can concentrate on two spells at once, though one spell must bee from your Domain's spell list.
- You can use your action to cast the Whirlwind spell once without expending a spell slot.
Once you use this feature, you cannot use it again until you finish a Long Rest.
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