Domain Spells
You gain domain spells at the cleric levels listed in the Sky
Domain Spells table. See the Divine Domain class features
for how domain spells work.
|
Sky Domain Spells |
Cleric Level |
Spells |
1st |
faerie fire, feather fall |
3rd |
moonbeam, skywrite |
5th |
fly, wind wall |
7th |
freedom of movement, storm sphere |
9th |
control winds , maelstrom |
Forceful Gale
At 1st level, you gain the ability to manipulate the winds. You
learn the gust cantrip, which doesn't count against the
number of cleric cantrips you know. For you, it gains the
following changes:
- One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
- You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.
Tailwind
Also at 1st level, the blessing of your god grants you
unmatched grace and mobility. Your movement speed
increases by 10 feet if you are not wearing medium or heavy
armor.
Channel Divinity: Updraft
Starting at 2nd level, you can use your Channel Divinity to
create a powerful blast of wind. As an action, you present your
holy symbol and invoke the name of your deity. Choose a
Large or smaller creature within 60 feet of you. The target
must make a Strength saving throw or be blown upwards 30
feet. A target can choose to automatically fail this saving
throw. If the target doesn't have a hover or fly speed, it
immediately falls afterwards, taking fall damage and landing
prone.
Channel Divinity: Protection of Wind
At 6th level, the gusts and breezes protect you from harm. As a
reaction when you are hit by a ranged weapon attack you can
see, you can use your Channel Divinity to create a gust of
wind around you, causing the attack to miss.
Divine Strike
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 thunder damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Blessed Wings
At 17th level, your god places upon you the blessing of true
flight. You grow a pair of wings, which grant you a flying speed
of 60 feet. If you already have a flying speed, it increases to 90
feet, unless it is already higher. You can't use these wings
while wearing armor unless the armor is made to
accommodate them.
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