Air Domain

Boreas in flight representing the Air Domain

The Air Domain turns air, wind, mist, sky, lightning and elemental creatures of air into a cleric’s sacred practice and usable rules. Its exact mechanics depend on edition, so the published Pathfinder and 3.5e versions are kept separate rather than blended together.

At a Glance

Divine SphereAir, wind, mist, sky, lightning and elemental creatures of air
Typical RoleMobile elemental priest, ranged striker and weather-adjacent spellcaster
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D Status2024 and 2014 Air Domain adaptations: complete original campaign conversions, subject to GM approval; not official published same-named subclasses.
Typical PatronsAmon, Shu, Zeus, Enlil
Primary AbilityWisdom in Pathfinder 1e; edition-specific Cleric rules otherwise

Edition Applicability

Four playable editions are provided in the order D&D 2024, D&D 2014, Pathfinder 1e, and D&D 3.5e. The two modern Air subclasses are original SpiralWorlds conversions requiring GM approval, not official same-named Player’s Handbook subclasses. The Pathfinder and 3.5e panels retain their distinct published domain powers and spell-slot rules; do not mix their features into fifth edition.

Air Domain — D&D 5.5e / 2024

Rules status: original SpiralWorlds 2024 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this subclass at Cleric level 3; the normal Divine Order, Blessed Strikes, Channel Divinity uses and spellcasting rules remain those of the 2024 Cleric.

2024 Air Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
3Fog Cloud, Thunderwave, Gust of Wind, Warding Wind
5Fly, Sleet Storm
7Freedom of Movement, Storm Sphere
9Control Winds, Cone of Cold

Level 3 — Walker of Open Skies

You gain proficiency in Acrobatics; if already proficient, gain Perception instead. You ignore nonmagical difficult terrain caused by strong wind. Once on each of your turns when a spell you cast with a spell slot deals Thunder or Lightning damage to a creature, you may push one such creature 5 feet directly away from you if it is Large or smaller.

Level 3 — Channel Divinity: Windburst

As a Magic action, expend Channel Divinity and send out a 20-foot Emanation of rushing air. Creatures of your choice within it make a Strength saving throw against your Cleric spell save DC. On a failure, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you; on success it takes half the damage and isn’t pushed. Unsecured Small or smaller objects in the area are scattered at the GM’s discretion.

Level 6 — Slipstream

When a creature you can see makes an Opportunity Attack against you or an ally within 30 feet, you may use your Reaction to impose Disadvantage on that attack. If it misses, the triggering creature may immediately move 10 feet without provoking an Opportunity Attack from that attacker. Uses equal your Wisdom modifier (minimum one) per Long Rest.

Level 17 — Unbound Sky

As a Bonus Action, you gain a Fly Speed of 60 feet and Resistance to Lightning and Thunder damage for 1 minute. If the effect ends while you are aloft, you descend up to 60 feet per round without falling until you reach the ground. Once activated, it returns after a Long Rest.

Air Domain — D&D 5e / 2014

Rules status: original SpiralWorlds 2014 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this domain at Cleric level 1; use the 2014 Cleric class progression, including its Channel Divinity uses and level-8 domain feature.

2014 Air Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
1Fog Cloud, Thunderwave
3Gust of Wind, Warding Wind
5Fly, Sleet Storm
7Freedom of Movement, Storm Sphere
9Control Winds, Cone of Cold

Level 1 — Wind-Touched

You gain proficiency in Acrobatics; if already proficient, gain Perception instead. You ignore nonmagical difficult terrain caused by strong winds.

Level 2 — Channel Divinity: Windburst

As an action, present your holy symbol and release a 20-foot-radius blast. Chosen creatures within it make a Strength saving throw against your spell save DC, taking 2d8 thunder damage and being pushed 10 feet on a failure, or half damage without being pushed on success.

Level 6 — Slipstream

When you or a creature you can see within 30 feet provokes an opportunity attack, use your reaction to impose disadvantage on the triggering attack. If it misses, the moving creature may move 10 extra feet without provoking from that attacker. You may use this Wisdom modifier times (minimum once) per long rest.

Level 8 — Divine Strike

Once on each of your turns when you hit a creature with a weapon attack, deal an additional 1d8 lightning damage; this becomes 2d8 at Cleric level 14.

Level 17 — Master of Open Skies

As an action, you gain a flying speed of 60 feet and resistance to lightning and thunder damage for 1 minute. You descend safely at up to 60 feet per round if it ends while aloft. Once used, regain it after a long rest.

Air Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Lightning Arc

As a standard action, make a ranged touch attack against one foe within 30 feet. On a hit, the arc deals 1d6 electricity damage + 1 for every two Cleric levels. You can use it a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance

At 6th level you gain electricity resistance 10. It becomes 20 at 12th level, and at 20th level you gain immunity to electricity.

Pathfinder 1e Air Domain Spells

1stObscuring Mist
2ndWind Wall
3rdGaseous Form
4thAir Walk
5thControl Winds
6thChain Lightning
7thElemental Body IV (air only; Pathfinder 1e rules)
8thWhirlwind
9thElemental Swarm (air only)

Air Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power

You can turn or destroy Earth creatures as a good Cleric turns undead, and rebuke, command or bolster Air creatures as an evil Cleric rebukes undead. These elemental turning abilities share a total daily pool of 3 + your Charisma modifier uses.

D&D 3.5e Air Domain Spells

1stObscuring Mist
2ndWind Wall
3rdGaseous Form
4thAir Walk
5thControl Winds
6thChain Lightning
7thControl Weather
8thWhirlwind
9thElemental Swarm (air only)

How the Air Domain Plays

Air clerics reward movement and range. Pathfinder gives them a repeatable ranged lightning attack and scaling resistance; 3.5e instead makes the priest an elemental authority who can turn Earth creatures and command Air creatures.

Who Grants the Air Domain?

Amon, Shu, Zeus, Enlil are strong existing site patrons where the relevant sphere is established in their portfolio. The domain should not be assigned solely because a deity has a superficial association with the same word or element.

Priests, Temples and Rites

Air cults can represent breath, weather, high places, divine speech, open sky or destructive storm. The patron determines which of those ideas is sacred. Temples, symbols and rites should therefore grow from the patron culture rather than from a generic domain template.

What Are Air Priests Doing Now?

Air priests are reading dangerous wind shifts, blessing sails and high roads, negotiating with elemental beings and investigating storms whose behaviour suggests deliberate supernatural interference.

Related Domains and Character Options

Rules Sources and Licensing

  • D&D 2024 and 2014: the Air subclasses in the first two panels are original, GM-approved campaign conversions, not published same-named WotC subclasses; the corresponding edition’s Cleric spellcasting and baseline rules still apply.
  • Pathfinder 1e: powers and spell list follow the Pathfinder Core Rulebook Cleric domain reference.
  • D&D 3.5e: granted power and spell list follow the 3.5 SRD Cleric Domains.
  • Modern D&D: No official same-named Air Domain in 2014 or 2024 D&D; the 2014 Tempest Domain is the nearest official cleric option for storm-and-sky play.

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