Base Class: Cleric
Not all who wander are lost. For some, the journey itself is the path to enlightenment. Clerics of the travel domain walk the road to wisdom, an endless pilgrimage to wherever life leads them.
Domain Spells
Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’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.
(For legal reasons, neither Zephyr Strike nor Far Step can be added to this homebrew. Write a feat for them instead.)
| Cleric Level | Spells |
|---|---|
| 1st | longstrider, zephyr strike |
| 3rd | find steed, pass without trace |
| 5th | haste, Leomund’s tiny hut |
| 7th | banishment, freedom of movement |
| 9th | far step , passwall |
Safe Travels
Your practiced movements allow you to slip past danger with ease. When you cast a spell of 1st level or higher, you can take the Disengage action as a bonus action.
Pack Light
Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. In addition, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Channel Divinity: Get A Move On!
At 2nd level, you can expend your Channel Divinity as a bonus action to enhance the movement of creatures around yourself. Choose any number of creatures within 60 feet that can see or hear you. Those creatures can use their reactions to move up to their movement speed. This movement does not provoke opportunity attacks.
Pilgrimage
At 6th level, your guidance allows others to travel without fear, so long as they allow others to do the same. When you finish a long rest, you can choose to bless a number of creatures up to your proficiency bonus within 30 feet. Creatures blessed in this way gain the effect of a sanctuary spell that lasts until the start of their next long rest (the spell can end early as normal). In addition, when the spell ends on one of the blessed creatures, it ends on all of them.
Divine Strike
At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
A Mile In Their Shoes
At 17th level, your travels have led you to understand many views and perspectives of the world. Moreover, your ability to share your experiences allows others to do the same, though in perhaps a more literal sense than expected. As an action, you can force up to six creature within 60 feet to make a Charisma saving throw. A creature can willingly fail this save. On a failed save, the target is teleported to an unoccupied space of your choice within 1 mile.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Oct 6, 2022This subclass was created for the Subclasseptember 2022 challenge!
Homebrewery Link: https://homebrewery.naturalcrit.com/share/lPbyUHs6rcub