Air Domain

The element of air was one of the four fundamental building blocks of matter, and the origin of everything that was gaseous. It represented change, flexibility, and freedom. Clerics of this domain are wild and free, one with the air and most comfortable with an open sky above them.

Air Domain Spells
Cleric level Spells
1st Fog Cloud, Jump
3rd Dust Devil, Gust of Wind
5th Call Lightning, Wind Wall
7th Freedom of Movement, Ice Storm
9th Control Winds, Steel Wind Strike

Bonus Cantrips (level 1)

When you choose this domain at 1st level, you gain the Gust of Wind and Booming Blade cantrips if you don’t already know them. You cast these cantrips as a cleric cantrips.

Bonus Proficiency (level 1)

Also starting at level 1 you gain proficiency with Martial Weapons.

Channel Divinity: Airburst (level 2)

Starting at 2nd level you can use your channel divinity to command the air around you.

As an action, present your holy symbol and summon an explosion of air radiating from your body. All creatures within 15 feet of you must make a strength saving throw (against your spell DC) or be thrown 10 feet away from you and knocked prone.

Control of Air (level 6)

At 6th level, you are able to use your divine power manipulate the air around you. This lightening any load you are carrying and affect things around you. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, or lift. Additionally, you may use the air to levitate objects that weigh less than 30 pounds and are not being held at will without casting a spell.

Additionally, you may use a bonus action to create air resistance around a creature with 100 feet of you, reducing it’s movement by 10 feet until the beginning of your next turn.

Divine Strike (level 8)

At 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.

One with the Clouds (level 17)

At 17th level, you have a flying speed equal to your current walking speed.