Air Domain

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.  

Granted Powers

Lightning Arc (): As a Standard Action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged Touch Attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two Cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.   Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.  

Domain Spells

1st—Obscuring Mist, 2nd—Wind Wall, 3rd—Gaseous Form, 4th—Air Walk, 5th—Control Winds, 6th—Chain Lightning, 7th—Elemental Body IV (air only), 8th—Whirlwind, 9th—Elemental Swarm (air spell only).  

Subdomains

Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.  

Cloud

Replacement Power

The following granted power replaces the electricity resistance power of the Air domain.   Thundercloud (Su): At 8th level, you can, as a Standard Action, summon a storm cloud. This power functions as Fog Cloud except that creatures inside the cloud are Deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your Cleric level. These rounds do not need to be consecutive.  

Replacement Domain Spells

4th—Solid Fog, 9th—Storm Of Vengeance.    

Lightning

Replacement Power

The following granted power replaces the electricity resistance power of the Air domain.   Lightning Rod (Su): As a Swift Action when you cast a spell with the electricity descriptor, you can designate one creature within line of sight. The spell’s damage against that creature increases by 50%, as if affected by the Empower Spell feat. This additional damage results from divine power that is not subject to being reduced by Electricity Resistance, and you take an equal amount of electricity damage immediately after you cast the spell.   The spell can deal this additional damage only once, even if it could affect the target multiple times.   You can use this ability once per day at 8th level and one additional time per day for every 4 Cleric levels you have beyond 8th.  

Replacement Domain Spells

1st—Shocking Grasp, 2nd—Flame Blade (deals electricity damage and gains the electricity descriptor instead of fire), 3rd—Lightning Bolt.    

Wind

Replacement Power

The following granted power replaces the lightning arc power of the Air domain.   Wind Blast (Su): As a Standard Action, you can unleash a blast of air in a 30-foot line. Make a Combat Maneuver Check against each creature in the line, using your Caster Level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a Bull Rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

1st—Whispering Wind, 6th—Wind Walk, 9th—Winds of Vengeance.

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