5e Air Domain

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Dec 17th, 2015. Page created

AIR DOMAIN

Draft
You control the winds and air around you. You can also focus the winds into intense bursts and create phenomena such as whirlwinds.
AIR DOMAIN SPELLS
Cleric Level Spells
1st featherfall, jump
2nd gust of wind, dust devil (EEPC)
3rd fly, wind wall
4th freedom of movement, storm sphere
5th cloudkill, control winds

BONUS PROFICIENCIES

At 1st level, you gain two weapon group proficiencies (Simple and Martial) chosen from: Blowguns, Bows, Crossbows, Pistols, Rifles, or Thrown &Slings.
You also know the Auran language.

BONUS CANTRIP

When you choose this domain at 1st level, you gain the gust (EEPC) cantrip.

UNENDING BREATH

Also at 1st level, you can hold your breath indefinitely when not incapacitated. If you already have this feature (such as from race), then you can use your Channel Divinity (when you get it at 2nd level) to grant this ability to another willing creature that you touch for 1 hour.

ELEMENTAL TURNING

Your Turn and Destroy Undead features can also be used against creatures native to the elemental planes of fire and air. For elemental air creatures, the cleric can choose to impose the charmed condition instead the the effects for turning. This can be chosen at the time of using the Turn Undead or Destroy Undead feature.

CHANNEL DIVINITY: WHISPERING WINDS

Starting at 2nd level, you can use your Channel Divinity to send words through the air.
As an action, you begin the whispering winds. For the next minute you can cast the Message cantrip to send your own voice or you can focus on a spot within 300 feet that you can see to hear what is happening . The wind carries the sounds to you as if you were listening from the chosen spot. You can switch between the two uses of this spell while the duration lasts.

CHANNEL DIVINITY: WARDING WINDS

Starting at 6th level, you can use your Channel Divinity to cast warding wind (EEPC). However, you require no components, can affect another willing creature that you can see within 30 feet (instead of yourself) and you do not need to concentrate on the spell.
Furthermore, the recipient can end the warding winds at any time before the duration to cast the Gust cantrip as a bonus action.

DIVINE STRIKE

At 8th level, you gain the ability to infuse ammunition or thrown weapons with divine energy. Once on each of your turns, when you hit a creature with a ranged weapon attack, you can cause the weapon to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

AVATAR OF AIR

At 17th level, you have a flying speed equal to your current walking speed.
If you already have a flying speed you can use your Channel Divinity to cast whirwind (EEPC). Your flying speed is the higher of your walking speed or whatever other feature granted flight.

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