Base Class: Cleric
Voyage in a world of mystery and magic can be fraught with challenge and unforeseen danger, many look to the divine spirits to safeguard them on such journeys. Spirits of protection, of safe passage, or even those that hold fast against dark weather, all may be called on by folk making perilous crossings. The clerics of these spirits bring their powers and purpose to bare, protecting caravans or convoys, blessing ships and sail. They allow passengers and crew to feel safe, warded on their passing by the touch of the divine.
Bonus Proficiency
You gain proficiency in vehicles (water and land), as well as with navigators tools. In addition, any check you make using the above proficiencies, or to control a mount, can use your wisdom in place of another score.
Travelling Companion
You are the ideal companion on a voyage, and your divine magic reflects that. Whenever you cast a cleric spell with a range of touch that targets a single friendly creature, you may also target a second friendly creature within range of the spell.
Channel Divinity: Blessed Journeyman
As an action, you present your holy symbol and a tide of golden light washes over a cart, ship, mount or other vehicle within 30 feet of you. For 1 hour the vehicle gains the protective blessings of your deity. Anyone riding on the mount or vehicle gains a +1 bonus to AC while they remain on the vehicle, and any creature helming the vehicle may add a bonus to ability checks made to control the vehicle equal to your wisdom modifier.
Channel Divinity: Pathfinder
Your channel divinity grows further, allowing you to empower those around you that they may move unhindered through the fray. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. For 1 minute, each creature gains the ability to take the dash action as a bonus action, and cannot be restrained or grappled.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sacred Passage
You learn the spell Teleport, which counts as a cleric spell for you. You can cast the spell once without expending a spell slot; when you cast the spell in this way any creature that journeys with you gains the benefits of either the Sanctuary, Freedom of Movement or Protection from Energy spell (your choice) for 1 minute after arriving. Once you cast the spell in this way, you can’t do so again until you finish a long rest
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