Domain Spells (The Four Winds)
|1st||catapult, wind speak|
|3rd||dust devil, warding wind|
|5th||air bridge, fly|
|7th||air sphere, storm sphere|
|9th||control winds, investiture of wind|
Acolyte of the Sky
At 1st level, you know the gust cantrip (XGtE) and can cast it without using verbal or somatic components. In addition, ranged attacks you make suffer no penalty to hit due to high winds or spells such as gust of wind, warding wind, or wind wall.
You may not choose to memorize or cast spells that deal with earth or acid.
Channel Divinity: Blast of Wind
Starting at 2nd level, you can use your Channel Divinity to call down the Four Winds.
As an action, you present your holy symbol and invoke the power of the Four Winds. All creatures and unattended objects up to twice your weight and within 15 feet of you must succeed at a Strength saving throw or be pushed 10 feet away from you and knocked prone. Creatures smaller than you have disadvantage to the saving throw as do creatures currently in flight, while those larger than you have advantage. Very large creatures may be immune to this effect, at the DM’s discretion.
Favor of the Four Winds
Starting at 6th level, you are resistant to thunder and lightning damage. In addition, you can rouse the ire of the Four Winds against a creature you can see. As a bonus action, you can force a target within 120’ to make a saving throw vs. Wisdom. Failure indicates they suffer disadvantage on all ranged weapon attack rolls. You may rouse the ire of the Four Winds a number of times equal to your Wisdom modifier between long rests.
The power of the wind infuses your weapon attacks. Once on each of your turns when you hit a creature up to one size larger than you with a melee weapon attack, you deal an additional 1d4 lightning damage to the target and can cause the attack to push the target up to 5 feet away from you. When you reach 14th level, you increase the distance pushed to 15 feet. Elemental creatures of the air are immune to this effect.
Step through the Sky
At 17th level, you may fly at will, as the 3rd level spell of the same name but without requiring concentration.
Catapult (EEPC, pg. 15): Launch a small object at creature within 90 feet. Cause 3d8 bludgeoning on failed Dexterity save.
Windspeak (BoLS, pg. 15): Speak up to 15 words that travel on wind to another.
Dust Devil (EEPC, pg. 17): Summon a small swirling air elemental within 60 feet.
Warding Wind (EEPC, pg. 23): Wind swirls around you deafening, extinguishing flames, creating difficult terrain, foiling ranged weapon attacks, and hedging out gases.
Air Bridge (BoLS, pg. 12): Create bridge of air 60’ long and 10’ wide.
Control Winds (EEPC, pg. 16): Control the air in a 100-foot cube.
Investiture of Wind (EEPC, pg. 20): You are infused with the spirit of air, granting you several air related benefits.