Wind Spirit – God and Clerics for D&D 5e

Wind Spirit (Intermediate God)

Wind, also known as Hotoru, is the master of weather and climate. Upon his breath, he carries life-giving rains or the parched gasps of drought. He can cool off a hot day, or he can uproot trees and topple even the slurdiest of lodges with a tornado.

Wind takes great joy in his liberty from the Great Spirit’s authority, exercising his powers with caprice and whim.

In his true form, Wind is an invisible swirl of air that can always be felt and sometimes heard, but never seen.

He has the power to control weather at will, even to the point of parching the land with hot breezes one moment and covering it with terrible blizzards the next.

Ropleplaying Tips

Wind is chaotic and capricious. Upon noticing any slight, he is likely to take vengeance in the form of catastrophic weather. Omens from Wind take the form of unusual winds. When he punishes one of his own priests, he carries the offender away in a powerful tornado and drops him in the middle of a large body of water.

STATISTICS

  • Alignment. Chaotic Neutral.
  • Worshippers Alignment. Any.
  • Spheres of Influence. Winds, Weather.
  • Holy Symbol. Whirlwind.

Clerics of the Wind Spirit

Clerics of Wind must meet the standard clerical requirements. They must constantly appease Wind with sacrifices of food and valuables worthy 1 gp per level a week, and are liable to incur his wrath if such sacrifices are not made at least weekly.

In agricultural tribes, Wind’s priests are treated with a combination of awe and mistrust, for the wellbeing of the entire tribe often depends upon the ability of such priests to earn and hold Wind’s favor.

Alignment Restriction. Chaotic Good, Chaotic Neutral, Chaotic Evil.

Weapons Allowed. Any.

Armors Allowed. Non-metal armors.

Divine Domains. Tempest, War.

GRANTED POWERS

  • Level 5. Control Weather (spell, rain only, casting time 1 round)