Cleric
Base Class: Cleric

The gods who make up the discovery domain are as diverse as the myriad forms its followers take. Navigators, cartographers, treasure hunters, and other wanderers often worship deities of discovery and exploration. Gods of the sea, like Umberlee, Kol Korran, and Njord, as well messenger gods like Hermes and Fharlanghn are among the many patron gods of discovery. Some encourage reckless sojourners who seek to delve into every dungeon and chart every forgotten ruin. Others teach their disciples to remain nowhere for long, instead urging them to carry the light of opportunity to every town they pass. All the gods of discovery, however, hold true to the belief that there is no more noble path than one that has never been walked before.

Bonus Proficiencies

At 1st level, you gain proficiency in Navigator's Tools, as well as land and water vehicles. You also become proficient in your choice of two of the following skills: Investigation, Nature, Perception, and Survival.

In addition, while you are traveling, you always know which direction is north.

Investigation

You gain proficiency in the Investigation skill.

Nature

You gain proficiency in the Nature skill.

Perception

You gain proficiency in the Perception skill.

Survival

You gain proficiency in the Survival skill.

Domain Spells

When you choose this domain at 1st level, you gain access to some signature spells of the gods of discovery, called domain spells. Domain spells are always prepared, and they don’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.


Discovery Domain Spells

Cleric Level Spells

1st

alarm, expeditious retreat, 

3rd

find traps, misty step, 

5th

tiny hut, haste, 

7th

arcane eye, dimension door

9th

legend lore, passwall, 

 

Explorer's Map

Starting when you choose this domain at 1st level, you call on your deity's magic to chart the lands around you. As an action, you can touch a piece of parchment or other suitable surface and magically create a map of your surroundings out to a number of miles equal to your cleric level. The map depicts the general geography of your surroundings, including any nearby bodies of water, forests, mountains, roads, cities or settlements. At the DM's discretion, ruins or other sites of interest may appear on the map so long as their locations are known and not warded from divination magic. When you create the map, you can choose to have it show a more detailed view. In this case, the map charts only the area within 200 feet of you, but it shows details like rooms, doors, and staircases.

Starting at 7th level, when you create a map in this way you can choose one creature or object you are familiar with to appear on the map. So long as the chosen creature or object remains within the bounds of the map and isn't warded from divination magic, its marker on the map moves to reflect its current location. 

A map created in this way lasts until you finish a long rest. Using this ability on the same surface every day for 7 days makes the map permanent. Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity: Aura of Discovery

Starting at 2nd level, you can use your Channel Divinity to aid you in your search for lost secrets.

As an action, you can emanate an aura of adventure that lasts for 1 hour, or until you are incapacitated or die. The aura has a radius of 30 feet, and it moves with you.

For the duration, you and each creature you choose in the aura gains a +5 bonus to Wisdom (Perception) and Intelligence (Investigation) checks, and has advantage on initiative rolls. In addition, friendly creatures in the aura ignore difficult terrain.

Blessed Wanderer

Starting at 6th level, you have learned to wander without fear of retribution, and to empower your allies to do the same.

Opportunity attacks have disadvantage against you. In addition, whenever you cast a spell that restores hit points to a creature, that creature also has its movement speed increased by 10 ft. until the end of its next turn. If it moves during that turn, its movement doesn't provoke opportunity attacks.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with forceful 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Paragon of Discovery

Starting at 17th level, your talent for exploration is unrivaled.

The radius of your Aura of Discovery increases to 60 ft. As an action, you can end the aura early and cast the teleport spell. When you cast the spell in this way, you are always on target, though once you cast it in this way you must finish a long rest before you can do so again.

In addition, whenever you make a Wisdom (Perception) or Intelligence (Investigation) check, you treat any roll lower than 10 on the d20 as a 10.

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2022 6:49:17 PM
31
8
1
Coming Soon
9/4/2022 3:07:03 AM
31
3
2
Coming Soon
11/21/2023 12:55:51 AM
38
5
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes