Divine Domain: Sky Domain

by MasterJAD

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Divine Domain: Sky Domain

The winds and skies are the charges of deities under the Sky Domain. They grant rain to water their follower's crops and clear the skies for their followers who sail the seas. Gods of the wind (such as Shaundakul, Bahamut, Shu, and Njord), gods of agriculture (such as Pelor, Demeter, and Chauntea) and gods of travel (such as Hermes, Avandra, and Meili) may fall under this domain.

Level Spells
1st create or destroy water, longstrider
3rd skywrite, warding wind
5th fly, thunder step
7th freedom of movement, storm sphere
9th control winds, destructive wave

Unarmored Defense

When you choose this domain at 1st level, you are protected by the winds when unhindered. While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Wind's Guidance

Starting at 1st level, you can protect yourself and your allies with the power of the winds. When you or any creature within 30 feet of you are targeted with a ranged weapon attack, you can use your reaction to impose disadvantage on the attack roll.

Alternatively, when an ally within 30 feet of you makes a ranged weapon attack, you can use your reaction to impose advantage on that ally's attack roll.

You can use this feature a number of times equal to your Wisdom modifier after a long rest.

Channel Divinity: Wind's Blessing

Starting at 2nd level, you can use your Channel Divinity to grant yourself and your allies the freedom of the skies.

As an action, you and all creatures of your choice within 30 feet of you are surrounded by whirling winds. Until the start of your next turn, all affected creatures gain the benefits of the Dodge and Disengage actions.

Blessing of the Four Winds

Starting at 6th level, the winds guide your path. While you are conscious, you as well as all non-hostile creatures within 30 feet of you gain a 10 feet bonus to your movement speed.

Additionally, while you are traveling in the outdoors, you and all non-hostile creatures within 30 feet of you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.






















Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of the Skies

Starting at 17th level, your faith in your deity grants you dominion over the skies. You learn the Control Weather spell if you haven't already. When you cast this spell, it only takes 1d4 minutes for the new weather conditions to take effect.

Additionally, you gain a flying speed equal to 30 + your movement speed. This flying speed can't be removed and you can hover.

 

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