Air Domain

The elemental nature of air is loose, unfocused, and disperse. It is ever present, but its force is only felt when it gathers itself for some great task. Clerics of gods who focus on elemental air tend to have personalities that can be described as flighty, inconsistent, and often ignored. That is until they choose to act, and then they are the wind the roars, the patient scraping away of mountains, the redistribution of the plains across half a continent. To be a cleric of air is to be the gentle breeze, the raging storm, fresh air and foul, always in movement, always there.

Air Domain Spells
Cleric Level Spells
1st feather fall, shocking grasp
3rd gust of wind, levitate
5th fly, lighting bolt
7th conjure minor elementals, wall of air*
9th conjure elemental, telekinesis

Thunder and Lightning Conversion

Beginning at 1st level when you choose this domain, any spell you cast that inflicts energy damage, i.e. fire or radiant, instead inflicts your choice of lighting or thunder damage.

Furthermore, you are resistant to lightning and thunder damage.

Lightest Step

Also at 1st level, your feet do not always touch the ground and you may fly for short distances. You may temporarily gain a fly speed of 30 feet for 1 minute, and may do this once. You regain use of this feature following a long rest. Furthermore, the air buoys you to a degree and you take half damage from falling.

Channel Divinity: Burst of Air

Starting at 2nd level, you can use your Channel Divinity to send forth a burst of energy drawn from the elemental plane of air.

As an action, you present your holy symbol and evoke your deity’s name. You create a 30-foot sphere of energy centered on your holy symbol. All creatures except you caught in area of effect must succeed at a Dexterity save or suffer 2d8 lightning or thunder damage (your choice), those who pass the save suffer half damage. Unattended objects in the burst are pushed five feet away from you.

Energy Absorption

Beginning at 6th level, when you suffer lightning or thunder damage, you recover hit points equal to the amount of damage your energy resistance blocked.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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 your choice of lightning or thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Body of Air

At 17th level you can transform your physical form to one of elemental energy. This transformation lasts a number of hours equal to your Wisdom modifier. While transformed you are resistant to bludgeoning, piercing, and slashing damage, immune to thunder and lightning damage, gain a fly speed of 40 feet, and gain advantage on Dexterity (Stealth) checks, and do not need to breathe.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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