Air (domain)
Clerics who take the Air domain favor air over the other four elements and believe in the importance of action, knowledge, and change. They are big thinkers and philosophers and preach that one should never be satisfied with what exists today but instead plan for tomorrow. To do so, they say, requires building a firm base of information to understand all possible complications and outcomes that could arise, so Air clerics are often well-read. Common Air ceremonies include mock lectures and debates hosted in the name of the gods of air, pilgrimages to distant lands, and the pursuit of new crafts, instruments, or professions.
With their heads in the clouds, Air clerics are diametrically opposed to clerics of Earth, whose commitment to personal development instead of wider concerns is seen as complacent or even immoral.
This domain grants a cleric the following additions:
Domain power
Granted power: Turn Earth Elementals: The cleric can use their Turn Undead ability to turn away earth elementals.
Granted power: Clerics with the air domain receive the Uncanny Dodge feat for free.
Spells
| Level | Spell |
| 1 | Expeditious Retreat |
| 2 | Gust of Wind |
| 3 | Call Lightning |
| 4 | Gaseous Form |
| 5 | Call Lightning Storm |
| 6 | Chain Lightning |
| 7 | Airball |
| 8 | Great Thunderclap |
| 9 | Elemental Swarm |
BGTSCC Features
- In order to use domains your deity must match.