Wind domain

The Air domain focuses on the raw element of air in all its
forms. Gods who provide access to the Air domain include
those whose portfolios and interests deal with the element of
air, deal with the wide-open sky and/or clouds, are concerned
with flight, and are associated with avians or other flying
creatures.
Air is a neutral element, and thus this domain is accessible
to pretty much any god who deals with air in any fashion,
including princes of the elemental planes such as Chan and
Yan-C-Bin; demon princes such as Pazuzu and Eblis; gods of
the sky such as Anu, Talos, Thor, and Zeus; and gods of
nature and weather such as the Daghdha, Melora, and Njord.

AIR DOMAIN SPELLS
Cleric Level Spells
1st alter normal winds1, featherfall
3rd gust of wind, warding wind2
5th fly, wind wall
7th conjure minor elementals (air), storm sphere2
9th conjure elemental (air), control winds2

BONUS LANGUAGES
When you choose this domain at 1st level, you gain the ability
to speak Auran and can communicate with avian beasts and
monstrosities.

OPTIONAL
Certain deities who provide access to the Air domain might
be more attuned with non-avian flying beasts and
monstrosities such as bats, pteranodons, or insects, or
even with dragons. In such cases the cleric’s
communication ability works with beasts and monstrosities
of that type. A cleric of a bat-god who takes the Air
domain, for example, would be able to communicate with
all bats and bat-like beasts and monstrosities.

DIVINE WINDS
Also starting at 1st level, you may use your reaction to
interpose a burst of elemental wind between an attacker using
a spherical, cloud, or cone-shaped attack and one of the
targets caught in the area of effect (including yourself).
When a target of a spherical, cloud or cone-shaped effect
that forces a saving throw is within 30 feet of you, that you
can see, you can use your reaction to grant the target
advantage on their saving throw, by interposing a burst of
elemental wind between the origin of the effect and the target.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

CHANNEL DIVINITY: CONJURE CLOUD CHARIOT
Starting at 2nd level, you can use your Channel Divinity ability
to conjure a cloud chariot.
As an action, you present your holy symbol and call out to
the sky above (this ability can only be used under the open
sky). 1d4 rounds later a cloud drifts out of the sky (even out of
a cloudless sky) to land at your feet, the nearest edge
anywhere within 5 feet of you per level.
The cloud chariot is up to one 5-foot square in size per
cleric level, as you choose, and can carry as many creatures
and items as can fit, up to virtually any weight. Whatever the
load, the chariot moves at a speed of 60 feet per round, as
you direct it with your actions; thus if you take a move and a
dash action the cloud moves 120 feet.
Once you move the cloud to an altitude of at least 360
feet in the air above the ground, you can command the cloud
to move at any speed up to 60 miles per hour.
You need not be a passenger on the cloud chariot in order
to direct it, but you must have the cloud chariot within your
line of sight at all times. If the cloud chariot ever leaves your
line of sight, it disappears as though the duration had ended,
below.
The cloud chariot is made of a dazzling tuft of silvery-white
cloud, yet is quite solid to those whom you allow aboard as
passengers. It is immune to all damage and attacks and cannot
be destroyed or dispelled (short of something of divine-level
rank).
The cloud cannot be used to ram or perform any other
sort of attack; such use is considered sacrilegious, and thus the
cloud disappears the instant such an attempt is made
(passengers do not benefit from a featherfall spell in this case).
The cloud chariot is considered a stable platform from which
to attack.
There is no railing or other protection to keep passengers
from falling or being pushed off, while those who have made
themselves unwelcome will simply fall through the cloud if you
so will it. Passengers are unaffected by any natural winds that
may strike at them, regardless of the speed of the cloud, but
magical winds affect passengers normally.
The cloud chariot exists for one hour, during which you
must maintain concentration. If the duration runs out while
you are still in the air, or if you lose concentration or line of
sight, the cloud disappears and all passengers fall as though
affected by a featherfall spell until they reach the ground.

MIGHTY WINDS
Beginning at 6th level, whenever you use your divine winds
ability, you may use it to affect all the targets of your choice
within a 15 foot diameter circle centered on a point within 30
feet.
In addition, one target of your choice that benefits from
your divine wind that makes their saving throw suffers no
damage, and suffers only half damage on a failed saving
throw.

ELEMENTAL CASTER
At 8th level, you gain the ability to cast your domain spells
without the need to maintain concentration as part of the
duration. When you reach 14th level the duration of your noninstantaneous
domain spells doubles, and you no longer need
to maintain concentration in order to maintain a cloud chariot.

SCION OF AIR
Starting at 17th level, you may take on the form of a greater
air elemental3, as per the druid’s wild shape ability, once per
day.
Cleric

Wind domain

The stars of Pash-Mara patrickvandeleemput