Air Domain
Akadi, the Queen of Air, is a lesser-known elemental primordial, embodying speed, travel, and flight. Her worshippers delight in the freedom of wind and air, and believe they must move as much as possible from place to place. People pray to Akadi usually if they want to change the wind or affect the weather, but her clergy is few and far between.
AIR DOMAIN SPELLS| Cleric Level | Spells |
|---|---|
| 1st | expeditious retreat, feather fall |
| 3rd | gust of wind, shatter |
| 5th | gaseous form, fly |
| 7th | freedom of movement, storm sphere* |
| 9th | control winds, destructive wave |
*spell found in Elemental Evil Player’s Companion
SERVANT OF AIR
When you choose this domain at 1st level, you learn the gust cantrip (see Elemental Evil Player’s Companion). This counts as a cleric cantrip for you and doesn’t count against the number of cantrips you can have. In addition, you can speak, read, and write Auran. Auran is a dialect of Primordial, an ancient, harsh, and guttural language.
WIND MAGIC
Also at 1st level, you are attuned to the magic of elemental air. Your speed increases by 5 feet, propelled by a guiding wind that always seems to surround you. In addition, whenever you cast a cleric spell of 1st level or higher, whirling gusts of wind surround you, and you can use a bonus action to fly 10 feet without provoking opportunity attacks.
CHANNEL DIVINITY: HEART OF THE STORM
At 2nd level, you can use your Channel Divinity to create a stormy aura around you. As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes lightning or thunder damage (your choice) equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.
You also gain resistance to lightning and thunder damage until the end of your next turn.
ADAPTIVE LUNGS
Starting at 6th level, you have advantage on saving throws made against harmful gases and vapors (including cloudkill and stinking cloud spells, inhaled poisons, and some breath weapons). You also can hold your breath indefinitely.
SUMMON AIR ELEMENTAL
Starting at 8th level, you can use your action to summon an air elemental that appears in an unoccupied space within range. The air elemental disappears when it drops to 0 hit points or the spell ends.
The air elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the air elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the air elemental’s statistics. You may use this ability once, then you must complete a long rest before using it again.
BECOME THE AIR
When you reach 17th level, you gain resistance to lightning and thunder damage, and you gain a flying speed of 30 feet (hover).
You can also cast the wind walk spell without using a spell slot once per long rest. When you cast the spell in this way, you can choose to make targets of the spell invisible while in wind walk form.

Comments