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, jump|
|3rd||gust of wind, skywrite|
|5th||fly, wind wall|
|7th||freedom of movement, storm sphere|
|9th||conjure elemental(air only), control winds|
- Bonus Proficiency
- Blessings of the Sky
At 1st level, your base walking speed increases while you are not wearing heavy armor. This bonus increases when you reach certain cleric levels, as shown in the Blessings of the Sky table. In addition, you ignore any of the drawbacks caused by a high, aerial environment such as strong wind and you are acclimated to high altitude, including elevations above 20,000 feet.
- Channel Divinity - Warding Wind
Starting at 2nd level, you can use your Channel Divinity to empower your strikes and guard against foes. As a bonus action, you can surround yourself with a protective gale, until the end of your next turn, all ranged attack rolls against you have disadvantage, and your attacks knock targets back by 10 feet.
- Wings of Wind
Beginning at 6th level, your god has granted you the ability to fly through the skies, whether this manifests powerful winds, feathered wings or nothing at all is dependant on the nature of your divine patron. You gain a flying speed equal to your current walking speed whenever you are not underground or indoors.
- 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
As you move through the air your speed increases to surpass airships and most other creatures of flight, making clerics that have attained this power excellent scouts and messengers when other magic would unreliable. At 17th level, while flying by means of your Wings of Wind feature, you gain the following benefits:
- You are resistant to lightning and thunder damage.
- You can't become lost except by magical means.
- Even in poor weather conditions, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
In addition, while you travel by means of your Wings of Wind feature, for an hour or more, you gain the following benefits:
- There is a momentary pause and a loud shock wave as you tear through the sky. You can travel at a speed of 50 miles per hour, instead of about 6 miles per hour.
- Due to your speed and the torrent of wind that surrounds you, all ranged attack rolls against you have disadvantage.
- Flying is not considered a strenuous activity for you, and you can rest and sleep while flying, entering a trance-like state of semiconsciousness.
- Elemental Evil Players Companion p.22
- Elemental Evil Players Companion p.23
- Elemental Evil Players Companion p.16
- Dungeon Masters Guide p.110
- Dungeon Masters Guide p.110