Feather Domain Cleric v0.2

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.

Feather Domain

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

Cleric Level 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, while you wear no armor heavier than light armor, and do not wield a shield, you increase your AC by your Wisdom modifier, but you only gain half of your Dexterity modifier (rounded down) to your AC.

You also gain proficiency with hand crossbows, heavy crossbows, and longbows.You may use either Dexterity or Wisdom (your choice) when making attack rolls and dealing damage.

(Notes: Added the ranged weapon portion and clarified the AC portion. This was just an oversight the first time around.)

Flock Together

Beginning at 1st level, you may choose an ally who has not yet acted. If your chosen ally performs the same type of actions as you (such as making a ranged attack, melee attack, or casting a spell), the ally gains half your Wisdom modifier (rounded up) to their attack, damage, and healing 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.

(Notes: Rewritten for clarity.)

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 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, if not interrupted.

(Notes: Changed the limitations. It didn’t need to be quite so restrictive.)

Feathery Friends

Beginning at 6th level, whenever your ally successfully triggers flock together, you and your chosen ally gain a reaction. Whenever you or your ally are targeted with an attack, the other may unleash an ear-splitting screech. The attacker must make a Wisdom saving throw equal to your spellcasting DC. If the attacker fails the saving throw, he suffers thunder damage equal to twice your cleric level and is incapacitated until the start of his next turn.

Divine Fletching

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 30 feet. Creatures must make a Dexterity saving throw against your spellcasting DC. Creatures failing the saving throw suffer 5d8 thunder damage, are pushed back 10 feet, and gain vulnerability against all damage until the start 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 take a long or short rest.

(Notes: Clarified this feature, and added the on-save effect.)

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