Cleric/Wind Domain

Contents
Wind Domain
The gods of the wind—including Auril, Fharlanghn, Zeboim, and The Traveler—value less attachment to places and people, and emphasize wanderlust and the following of one’s own heart and life. “I go where the wind takes me” is an oft said phrase by adventurers, but none embody this as much as clerics of the wind domain. They seek to be truly free, casting off worries and downtrodden ties, embracing the beauty of following the wind.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
| 1st | longstrider, zephyr strike |
| 3rd | gust of wind, warding wind |
| 5th | fly, wind wall |
| 7th | dimension door, find greater steed |
| 9th | control winds, steel wind strike |
Hand of the Wild Wind
At 1st level, you gain the gust cantrip. The spell has a number of changes for you when you cast it:
- It has a range of 60 feet.
- You can choose Large or smaller creatures.
- If a creature fails the Strength saving throw against being pushed, you can also magically deal 1d8 bludgeoning damage. This damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
- Instead of pushing a creature away when you deal damage, you can let the wild wind guide it. The creature moves 5 feet in a direction decided by the first d8 you roll for damage, instead of pushing it away from you. You can add your proficiency bonus to the result.
Protection of the Great Gale
Also at 1st level, the wind swirls around you in protection. While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Channel Divinity: Arm of the Bracing Breeze Starting at 2nd level, you can use your Channel Divinity to bring down a torrent of wind, forcing foes back or forwards with a mighty barrage of air.
Channel Divinity: Arm of the Bracing Breeze
Starting at 2nd level, you can use your Channel Divinity to bring down a torrent of wind, forcing foes back or forwards with a mighty barrage of air.
As an action, you present your holy symbol and choose a circle with a radius of 15 feet within 30 feet of you. Any fire not created by a magical effect is extinguished, be it burning a creature or an object. Additionally, each Huge or smaller hostile creature in the circle must make a Strength saving throw. A creature is pushed or pulled (your choice when you use this feature) 10 feet towards or away from the center of the circle and knocked prone on a failed saving throw, or 5 feet on a successful one. Grasp of the Carefree Cyclone Beginning at 6th level, you can cast feather fall at will, without expending a spell slot.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Wrath of the Terrifying Tornado
At 17th level, you can cast investiture of wind as a bonus action. When you have its benefits, your flying speed is increased to 90 feet, you can cast gust as a bonus action, and you have advantage on Strength and Dexterity saving throws.
| Cleric | |
|---|---|
| Subclasses | Arcana Domain · Balance Domain ᴴᴮ · Civilization Domain ᴴᴮ · Dragon Domain ᴴᴮ · Death Domain · Festus Domain ᴴᴮ · Forge Domain · Grave Domain · Hearth Domain ᴴᴮ · Infinity Domain ᴴᴮ · Judgement Domain ᴴᴮ · Knowledge Domain · Liberation Domain ᴴᴮ · Life Domain · Light Domain · Martyr Domain ᴴᴮ · Mystery Cult ᴴᴮ · Nature Domain · Order Domain · Ruin Domain ᴴᴮ · Spirit Domain ᴴᴮ · Tempest Domain · Trickery Domain · Ur Domain ᴴᴮ · War Domain · Wealth Domain ᴴᴮ · Wind Domain ᴴᴮ |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |