Sky Domain (5e Subclass)
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Free-willed and adventurous, these clerics worship the deities of the sky, always letting the ever-flowing winds guide them in their lives. Deities that a sky domain cleric may worship include messenger gods like Hermes, gods of the sky and heavens like Zeus, or gods that are the manifestation of air such as Syranita, creator of the aarakocra or primordial beings like the Forgotten Realm's Akadi. Other examples are of Daghdha, the Celtic god of weather and crops, Njord, the Nordic god of the wind, and the Forgotten Realm's Shaundakul, Rider of Winds.
|1st||feather fall, zephyr strike|
|3rd||gust of wind, skywrite|
|5th||fly, gaseous form|
|7th||freedom of movement, storm sphere|
|9th||conjure elemental (air only), control winds|
- Cloud Watcher
When you choose this domain at 1st level, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Also at 1st level, you can cause a torrent of wind to throw off attacks against yourself and allies. When a ranged attack is made against a creature within 15 feet of you that you can see, you can use your reaction to impose disadvantage on that attack roll and all other ranged attack rolls that travel into the area of wind until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Channel Divinity: Guiding Draft
Starting at 2nd level, you can use your Channel Divinity to empower and manipulate the air currents around you. As an action, you choose one creature you can see within 30 feet of you guiding strikes towards it until the end of your next turn. All ranged attack rolls against that creature have advantage.
- Saint of the Sky
Starting at 6th level, your deity has granted you the ability to fly through the skies. As a bonus action, you manifest feathery wings, powerful winds, or even a pair of winged boots dependant on the nature of your divine patron. When you do so, you gain a flying speed of 30 feet whenever you are not underground, indoors or wearing heavy armor. This lasts until you are incapacitated, killed, or you dismiss it as a bonus action.
- 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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, the boundless expanse becomes your limit. You can cast the teleport spell, without expending a spell slot and appearing 5 feet above the destination. This use of teleport is special. If the destination has an unobscured line of sight to the sky, the spell is always on target. Once you use this feature you cannot do so again until you complete a long rest under the open sky.