Base Class: Cleric
Arzuza is the God of Travel and Commerce within his Pantheon. His priests are often those with a wanderlust, or those who love to experience different cultures. His pantheon, the Order of the Skull, was widely worshiped during Prehistory, and began to spread again when they were rediscovered during the later half of the Era of Invention. While most Gods of the Order had a dedicated priest for each shrine, Arzuza's priests rarely spent more than a month at the same location. He Influences his priests to make sure that there is always a priest at each shrine whenever possible, but had no strict rules on where his priests would travel.
The Order of the Skull is a good aligned pantheon, tending towards lawful. Arzuza's Shrines consist of a golden skull on a pedestal. Arzuza himself appears as a human skeleton made of gold wearing a cloak, with a bright lantern hanging from the top of his walking stick.
The Wanderer Domain focuses primarily on being able to go wherever you are needed, and on protecting those around you. Teleportation magic is a go to for both of those goals.
Domain Spells
1st-level Wanderer Domain feature
You gain domain spells at the cleric levels listed in the Wanderer Domain Spells table.
Order Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | comprehend languages, purify food and drink |
| 3rd | locate object, misty step |
| 5th | blink, haste |
| 7th | faithful hound, dimension door |
| 9th | passwall, telekinesis |
Bonus Proficiencies
1st-level Wanderer Domain feature
You gain proficiency in heavy armor and in the Insight skill.
Wander the Battlefield
1st-level Wanderer Domain feature
Starting at 1st level, you can take the dash or disengage action as a bonus action.
Channel Divinity: Where You are Needed
2nd-level Wanderer Domain feature
You can use your Channel Divinity to reposition yourself and your allies.
As an action, you present your holy symbol, and choose a number of willing creatures within 30 ft equal to your Wisdom Modifier (you may choose yourself), minimum 2. Each of those creatures teleport to the square another one of the chosen creatures is occupying. Each square can only have one creature moved to it this way.
Lightning Fast Teleportation
6th-level Wanderer Domain feature
If you cast a spell of 1st level or higher that causes yourself or a creature to teleport, you may cause a flash of lightning in the square that creature left. If you do, each creature that was adjacent to the creature teleported by your spell must make a Dexterity saving throw. On a failed save, they take 1d8 lightning damage for each spell level used, or half as much on a success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Divine Strike
8th-level Wanderer Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Forced Journey
17th-level Wanderer Domain feature
On your turn, if a spell or ability would allow you teleport an ally or willing creature, you may instead target any creature, provided the creature meets all other criteria for the spell or ability. When you target an unwilling creature, that creature makes a Wisdom saving throw against your spell save DC. On a failure, the creature is affected by the spell or ability as though it were willing, On a success, that creature is unaffected. You may only target one unwilling creature this way per turn.
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