“Breathe deep, child of the storm. Antaz rides the wind.” — Veyra Skytouch, Seer of the High Mistral
Clerics of the Air Domain channel the boundless power of wind and sky. They are heralds of unseen currents—masters of breath, motion, and the ever-changing weather. Whether riding the storm or whispering with the breeze, they embody freedom, swiftness, and transformation. Theirs is a sacred calling to move between the seen and the unseen, carrying messages across the world on wings of air. Wherever the wind blows, their presence may follow.
Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Air Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Spells |
3rd | Feather Fall, Fog Cloud, Gust of Wind, Thunderwave |
5th | Levitate, Shatter |
7th | Fly, Call Lightning |
9th | Cloudkill, Conjure Elemental (Air only) |
Windborne Grace
3rd-Level Air Domain Feature
Your body moves with the weightless ease of the high winds, untethered and swift.
- You gain proficiency in Acrobatics and Dexterity saving throws. If you already have Dexterity saving throw proficiency, gain proficiency in Wisdom saving throws instead.
- Your speed increases by 10 feet, and you ignore nonmagical difficult terrain caused by wind, storms, or airborne hazards.
- When you would take falling damage, you can use your reaction to slow your descent, taking no damage and landing on your feet.
Channel Divinity: Roar of the Tempest
3rd-Level Air Domain Feature
You call upon Antaz to unleash the fury of the skies and stir the winds of change.
As an action, you release a divine blast of storm-force wind in a 30-foot radius centered on you. Choose any number of creatures in range. Each must make a Strength saving throw. On a failed save, a creature takes thunder or bludgeoning damage (your choice) equal to 2d10 + your Cleric level and is pushed 15 feet away. On a success, the creature takes half damage and isn’t moved.
Storm’s Favor. Allies in the same area move without provoking opportunity attacks until the end of their next turn. Each may also reroll one failed Dexterity saving throw before then.
Veil of the Storm
6th-Level Air Domain Feature
Winds shield your steps and scatter those who strike at you.
- You gain resistance to lightning and thunder damage.
- When a creature hits you with a melee attack, you can use your reaction to conjure a blast of wind. The attacker must make a Dexterity saving throw or be pushed 10 feet away and knocked prone.
- You ignore nonmagical restraints, including entangling terrain or mundane webs, unless created by magic.
Skyborn Ascendant
17th-Level Air Domain Feature
You become the breath of Antaz made manifest—an eye in the storm, a gale in motion.
As an action, you wreathe yourself in a divine storm that lasts for 1 minute. While the storm persists:
- You gain a flying speed of 60 feet and are unaffected by magical wind or terrain.
- Allies within 30 feet gain resistance to lightning and thunder damage and ignore movement restrictions from terrain.
- Enemies within 30 feet must succeed on a Constitution saving throw at the start of their turn or suffer disadvantage on attack rolls and Dexterity saving throws until the start of their next turn.
- Storm Pulse (1/turn, no action): You unleash a pulse of thunderous power. Each enemy within 10 feet must make a Strength saving throw or take 4d8 thunder damage and be knocked prone.
You may summon the storm once per long rest.