|1st||Thunderwave, Absorb Elements|
|3rd||Dust Devil, Skywrite|
|5th||Haste, Call Lightning|
|7th||Elemental Bane, Storm Sphere|
|9th||Conjure Elemental, Conjure Wind|
At 1st level, you know the Thunderclap and shocking grasp cantrips if you don’t already know them.
Devotee of Air
Also at 1st level, you may exert control over air to speed you along and cushion your falls.
Increase your speed by 10 feet. In addition, while you are conscious and able to use actions, you halve the damage you take at the end of any fall.
Channel Divinity: Protective Winds
Starting at 2nd level, you can use your Channel Divinity to call upon the winds to protect you from harm.
As a bonus action, you cause a strong wind (about 30 miles per hour) to swirl around you in a 5-foot radius for 1 minute. Creatures making ranged attacks against you and creatures in the area have disadvantage for their attack rolls. Creatures other than you treat the area as difficult terrain.
Channel Divinity: Rebuke Elemental
At 6th level, you can use your Channel Divinity to rebuke elementals.
As an action, you present your holy symbol and speak a prayer to invoke elemental power. One elemental that can see and hear you within 30 feet of you must make a Wisdom saving throw. If the creature is an air elemental, it has disadvantage on this saving throw. If the creature fails the save, it becomes turned for 1 minute or until it takes any damage. See “Channel Divinity: Turn Undead” for the effects of being turned.
If the elemental was an air elemental, you may instead cause the creature to become charmed for 1 minute. While charmed by you, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature” or “wait here.”
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Divine Flight
Also at 6th level, you can use your Channel Divinity to fly. As an action, you gain a fly speed of 40 feet for 1 minute. When the spell ends, you fall at the start of your next turn if you are still aloft and have no means to stop the fall.
Form of Air
Also at 17th level, you can transform yourself into a being of living air and remain in that form for up to 1 hour, until you use a bonus action to return to your normal form, or until you become unconsciousness. While in this form you have all of the following benefits:
- You have a fly speed equal to twice your land speed.
- You hover for as long as long as you remain in this form.
- You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- You are immune to poison damage.
- You are immune to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Once you use this feature, you cannot use it again until after
you complete a long rest.