The wind and the sky are the province of the Air domain.
The powers of this domain are granted by gods who claim the boundless skies as their dominion, and for many worshipers of these gods the Air domain serves as the more placid counterpart to the raging Tempest domain. While the wind does sometimes surge into a gusting gale, the domain of Air also represents the tranquil calm of a still night, or the soothing breeze that sends ripples across the pond. It is the wind that lifts birds to soaring heights, and in every swooping eagle clerics of the Air domain see the hands of their gods at work.
|1st||feather fall, fog cloud|
|3rd||gust of wind, hold person|
|5th||fly, wind wall|
|7th||conjure minor elementals, freedom of movement|
|9th||conjure elemental, hold monster|
When you choose this domain at 1st level, you gain the fist of air cantrip if you don’t already know it.
Reed in the Wind
Also starting at 1st level, you can surrender your motion to the divine winds, flowing out of the way of incoming harm.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Eye of the Storm
Starting at 2nd level, you can use your Channel Divinity to create a swirling vortex of air that encircles you, yet leaves you unruffled at the center of the tornado.
As an action, you present your holy symbol, and you become surrounded by swirling air that lasts for 1 minute.
During that time, you become immune to inhaled poisons and any spells whose effects can be dispersed by a strong wind.
Additionally, the vortex has a number of charges of divine power equal to your Wisdom modifier (minimum one charge). When you or a creature that you can see within 30 feet of you is attacked by a creature that you can see with a ranged weapon, you can expend 1 of these charges as a reaction to impose disadvantage on the attack roll, using a gust of wind to bat the weapon aside. Alternatively, when you cast fist of air, you can expend 1 of these charges to add 1d6 to the damage dealt by the cantrip.
One with the Wind
Beginning at 6th level, you can use your action to cast gaseous form, targeting only yourself. When affected by gaseous form, your flying speed is equal to your normal base speed and you can talk. Once you use this feature, you cannot use it again until you complete a long rest.
Reed in the Storm
The Book of the Righteous, Copyright 2002, 2017, Aaron Loeb