Weirdly, I keep getting questions about those ridiculous turkey archetypes I did back in November. You never know what is going to stick. This time, it was about the Feather Domain for Clerics. First, yeah you can call it the Winged Domain or whatever you want. I don’t care. I was making bird jokes, people. BIRD JOKES! Most cleric domains have on-point names, so I’m sticking with Feather Domain. The goal of the rework here, then, is to tweak the options a bit to better support the core concepts.
The feather domain isn’t just about flight, nor is it simply about birds. Instead, the feather domain is offered by those gods who value wisdom, nature, ingenuity, and fancy. Worshipers of Silvanus, Fharlanghn, Habbakuk, Chislev, Athena, Thoth, and so on.
Feather Domain Spells
|1st||feather fall, hail of thorns|
|3rd||animal messenger, levitate|
|5th||conjure barrage, lightning arrow|
|7th||greater invisibility, locate creature|
|9th||commune with nature, swift quiver|
Fight or Flight
When you choose this domain at 1st-level, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier while you wear no armor and do not wield a shield,
You also gain proficiency with blowguns, hand crossbows, heavy crossbows, and longbows. You may use either Dexterity or Wisdom (your choice) when making attack rolls and dealing damage with blowguns, bows, crossbows.
Beginning at 1st level, you may choose an ally you can see at the start of each of your turns. If your chosen ally performs the same type of actions as you before the start of your next turn – such as making a ranged attack, melee attack, or casting a spell – the ally may roll a 1d4 and add the result to all rolls for that action. If the chosen ally performs multiple actions or attacks, they only benefit from this feature on the abilities that are the same as the one you performed.
Channel Divinity: Miracle of Flight
Starting at 2nd level, you can use your Channel Divinity to experience the wonders of flight. As an action, you present your holy symbol and cause a number of people equal to your Wisdom modifier (minimum of 1) to gain a flying speed equal to their walking speed for as long as you present your holy symbol, and as long as they remain your within your sight. Presenting your holy symbol is a concentration effect. This feature lasts up to a maximum of 1 minute.
Beginning at 6th level, whenever your ally successfully triggers flock together, you and your chosen ally become more closely linked. Whenever you or your ally are targeted with an attack, the other may unleash an ear-splitting screech against the attacker as a reaction. The attacking creature must be within 60 feet of the creature screeching and must succeed on a Wisdom saving against your cleric spell DC or suffer thunder damage equal to twice your cleric level and become incapacitate until the end of its next turn.
At 8th level, you gain the ability to infuse your ranged weapon strikes with divine energy. Once on each of your turns when you hit a creature with a ranged weapon attack, you may cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You may instead opt to add your Wisdom modifier to the damage you deal with any cleric cantrip.If you choose this option, you do not gain the first half of this feature.
You may swap between these two choices whenever you level.
At 17th level, you may unleash blessed quills upon your foes. As an action, you may choose to spin in a circle, targeting any number of creatures you can see within 60 feet. Creatures in the area must succeed on a Dexterity saving throw against your spellcasting DC or suffer 5d8 thunder damage, be pushed back 10 feet, and gain vulnerability against all damage until the end of your next turn . Creatures who succeed on the saving throw suffer half damage, but no further effects.
Once you have used this feature, you may not do so again until you complete a long or short rest.
Last Updated: February 25, 2018