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<blockquote data-quote="Rhineglade" data-source="post: 6832831" data-attributes="member: 6801931"><p><strong><span style="color: #FF0000">NEW CLERIC DOMAINS: THE ELEMENTS</span></strong></p><p></p><p><strong>AIR DOMAIN</strong></p><p></p><p>The Air Domain focuses on the Elemental Aspect of Air and its ethereal, everchanging nature. The very nature of air speaks volumes as most creatures are unable to survive without it. Creatures need to breathe in order to live and thus air is a fundamental component of life. Air may appear like nothing. It has no color, no smell and no taste. Yet air is just as real as water or land. Air is transparent and invisible to mortal kind. Yet you can feel air in the form of wind on your face. Air is constantly changing and moving. It can be gentle one minute and violent the next. It brings pleasant days as well as the storm. Air is all around us and touches all aspects of our lives.</p><p></p><p><strong>Air Domain Spells</strong></p><p><strong></strong></p><p><strong>Cleric Level Spells</strong></p><p>1st <em>fog cloud, shocking grasp</em></p><p>3rd <em>gust of wind, invisibility</em></p><p>5th <em>fly, wind wall*</em></p><p>7th <em>conjure minor elemental (air only), greater invisibility</em></p><p>9th <em>conjure elemental (air only), cloudkill</em></p><p><em></em></p><p>* indicates a spell from Princes of the Apocalypse</p><p></p><p><strong>Bonus Proficiency</strong></p><p>When you choose this domain at 1st level, you can proficiency with short bows and long bows.</p><p></p><p><strong>Conjure the Wind</strong></p><p>At 1st level, you can repel attackers with a blast of wind. When a creature in 5 feet of you that you can see hits you with an attack, you can use your reaction to project a blast of wind at the creature. The creature must make a Dexterity save. On a failed save, the creature is pushed back 15 feet and takes 2d8 bludgeoning damage. On a successful save, the creature receives no damage but is still pushed 5 feet. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.</p><p></p><p><strong>Tongue of the Winds</strong></p><p>Also at 1st level, you can speak, read and write Auran, the language of Elemental Air.</p><p></p><p><strong>Channel Divinity: Hand of the Wind</strong></p><p>Starting at 2nd level, you can use your Channel Divinity to protect yourself against falling or raise yourself into the air. As an action, you present your holy symbol and evoke the power of the wind. If you are falling, you become under the effect of a feather fall spell. You can also use this ability to levitate yourself or another willing creature within 30 feet as the spell of the same name. In place of material components however you present your holy symbol.</p><p></p><p><strong>Channel Divinity: Shield of Breezes</strong></p><p>At 6th level, you can use your Channel Divinity to defend against missile damage. When an enemy that you can see makes a ranged weapon attack against you, use your reaction to impost a -10 penalty on the attack. You make this choice to use this ability after you see the attack roll but before the DM says whether the attack hits or misses.</p><p></p><p><strong>Divine Strike</strong></p><p>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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p><strong>Child of the Air</strong></p><p>At 17th level, you have a flying speed equal to your current walking speed.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6832831, member: 6801931"] [B][COLOR=#FF0000]NEW CLERIC DOMAINS: THE ELEMENTS[/COLOR][/B] [B]AIR DOMAIN[/B] The Air Domain focuses on the Elemental Aspect of Air and its ethereal, everchanging nature. The very nature of air speaks volumes as most creatures are unable to survive without it. Creatures need to breathe in order to live and thus air is a fundamental component of life. Air may appear like nothing. It has no color, no smell and no taste. Yet air is just as real as water or land. Air is transparent and invisible to mortal kind. Yet you can feel air in the form of wind on your face. Air is constantly changing and moving. It can be gentle one minute and violent the next. It brings pleasant days as well as the storm. Air is all around us and touches all aspects of our lives. [B]Air Domain Spells[/B] [B] Cleric Level Spells[/B] 1st [I]fog cloud, shocking grasp[/I] 3rd [I]gust of wind, invisibility[/I] 5th [I]fly, wind wall*[/I] 7th [I]conjure minor elemental (air only), greater invisibility[/I] 9th [I]conjure elemental (air only), cloudkill [/I] * indicates a spell from Princes of the Apocalypse [B]Bonus Proficiency[/B] When you choose this domain at 1st level, you can proficiency with short bows and long bows. [B]Conjure the Wind[/B] At 1st level, you can repel attackers with a blast of wind. When a creature in 5 feet of you that you can see hits you with an attack, you can use your reaction to project a blast of wind at the creature. The creature must make a Dexterity save. On a failed save, the creature is pushed back 15 feet and takes 2d8 bludgeoning damage. On a successful save, the creature receives no damage but is still pushed 5 feet. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. [B]Tongue of the Winds[/B] Also at 1st level, you can speak, read and write Auran, the language of Elemental Air. [B]Channel Divinity: Hand of the Wind[/B] Starting at 2nd level, you can use your Channel Divinity to protect yourself against falling or raise yourself into the air. As an action, you present your holy symbol and evoke the power of the wind. If you are falling, you become under the effect of a feather fall spell. You can also use this ability to levitate yourself or another willing creature within 30 feet as the spell of the same name. In place of material components however you present your holy symbol. [B]Channel Divinity: Shield of Breezes[/B] At 6th level, you can use your Channel Divinity to defend against missile damage. When an enemy that you can see makes a ranged weapon attack against you, use your reaction to impost a -10 penalty on the attack. You make this choice to use this ability after you see the attack roll but before the DM says whether the attack hits or misses. [B]Divine Strike[/B] 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8. [B]Child of the Air[/B] At 17th level, you have a flying speed equal to your current walking speed. [/QUOTE]
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