Air Domain (5e Subclass)
From D&D Wiki
Free-willed and adventurous, these Clerics worship the deities of the Air, always letting the ever-flowing winds guide them in their lives. Deities that Air Domain Clerics worship include Syranita, creator of the aarakocra, Zeus, Greek god of the sky, The Daghdha, Celtic god of weather and crops, and Njord, Nordic god of the wind.
|1st||Skywrite, feather fall|
|3rd||Warding wind, dust devil|
|5th||Wind wall, fly|
|7th||Gust of wind, storm sphere|
|9th||Control winds, wind walk|
Feather Blessing. At the 1st level, the gods of the sky have blessed you with the power of flight. If you do not have flying speed granted to you by your race, a pair of feathered, bird-like wings sprout from your back, permanently granting you a flying speed of 30 feet. You cannot use this flying speed while wearing medium or heavy armor. If you already have a permanent flying speed, you gain an additional 10 feet of flying speed instead.
Bonus Proficiencies. At the 1st level, you also gain proficiency in Finesse weapons.
Channel Divinity: Godspeed. At the 2nd level, your Channel Divinity feature allows you to call upon the winds to embody you. For one hour, your flying and walking speeds increase by 10 feet and you gain a +1 bonus to your AC.
Air Guidance. As an Air Domain cleric, your deity has blessed you with the power to redirect projectiles. At the 6th level, when a creature that you can see hits you with a non-magical ranged attack (or any ranged attack starting at the 15th level), you can use your reaction to make a DC 25 Dexterity Saving Throw. On a failure, you take half the damage of the ranged attack, and on a success, the ranged attack is redirected back to the attacker and they take half the damage and receive any negative effects of the ranged attack instead. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses after you finish a long rest.
Divine Strike. At the 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 wind damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At One with the Sky. At the 17th level, you have become one with the sky around you. You are immune to wind damage. You are also immune to all damage and effects of, and succeed any saving throws against, any attack, spell, creature, terrain, or feature that uses air or is made of air. This includes any weather-based spells or attacks that use air, such as clouds. In addition, you can take the Dash action as a bonus action. You gain storm of vengeance as an additional domain spell, and it is always prepared and doesn't count towards your maximum number of prepared spells available. The storm of vengeance spell is also treated as a cleric spell.