Cleric
Base Class: Cleric

The Gods are all around us, in the infinitely huge, and infinitely small, enduring for milenia, and the frozen moments between moments. As a Celerity Domain cleric you are dedicate your life and faith to the movement of the world around you, and the gods the maintain the flow of time from one moment to the next. You see the gods in the flash of lightning, the fall of a raindrop, and the buzzing of a bees wings. Big and small, its the movement of the world around you that gives meaning to life and nature. 

Deities of this domain include: Fharlanghn, Shaundakul, Akadi, Avandra, and Hermes, as well as potentially Valkur, or Garl Glittergold

You gain domain spells at the cleric levels listed in the Celerity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Celerity Domain Spells
Cleric Level Spells

1st

Longstrider, Gift of Alacrity

3rd

Blur, Kinetic Jaunt

5th

Haste, Lightning Bolt

7th

Freedom of Movement, Galder's Speedy Courier

9th

Far Step, Steel Wind Strike

Bonus proficiency

From 1st level you gain proficiency in acrobatics. 

Purity in Movement

At 1st level, unless you are wearing heavy armour, your movement speed increases by 5 feet. Your movement speed increases by an additional 5 feet at 7th and 14th level, and a further 10 feet at 20th level (for a combined bonus of +25 feet by 20th level). 

Divine Shock

From 1st level, when you cast a spell or cantrip that deals radiant damage or lightning damage, you may you may change the damage type from radiant to lightning, or from lightning to radiant.

You learn the shocking grasp cantrip

Channel Divinity: Static Sphere

From 2nd level, you can use your channel divinity to provide a surge of healing adrenaline to allies near you. 

As an action you can activate this ability, creating an invisible aura in a 30 foot radius sphere around you. Creatures which can see invisibility perceive this aura as a shimmering sphere through which minute bolts of radiant lightning continuously flash. 

  • Allies which end their turn within the aura are healed for 1d6 plus your cleric level at the end of their turn if they used more than half of their movement during that turn. 
  • Non-allied creatures which end their turn within the aura, suffer 1d6 plus your cleric level of radiant damage, unless they used more than half of their movement during that turn. 

The aura moves with you when you move, ending after 1 minute, when you are incapacitated, or if you die. 

Note: affects which reduce movements speed, such as difficult terrain, do not affect the distance travelled requirement, which is determined by a creatures standard movement speed. 

 

Blessing of the Messenger

At 6th level, you have learned to move through the spaces between movements. Select a number of creatures up to your proficiency modifier, and force them to make a wisdom saving throw against your spell save DC. On a failure, for one minute they cannot perceive you while you are moving, and if you move at least half your movement speed on your turn they cannot perceive you in any way until the start of your next turn. Attacking or casting a spell does not remove this effect.  Targets may repeat the widsom save at the end of their turn, ending the effect on a success. 

At 6th level, once you have used this feature, you may not use it again until you complete a long rest. At 12th level, once you have used this feature you may not use it again until you complete a short or long rest. 

Quickening

From 8th level, when you heal a creature on your turn you may grant them the benefits of the Haste spell until the end of their next turn. They do not suffer the normal lethargy effects when this ends. 

You may use this a number of times per long rest equal to your 1 + Wisdom modifier (minimum 1) 

Flash of Radiance

From 17th level your static sphere is empowerd with the radiance of your diety.

  • Allies within your static sphere automatically succeed on all dexterity saving throws, and have advantage on dexterity checks. 
  • Non-allies within your static sphere have vulnerability to both radiant, and lightning damage. If they would otherwise be immune to radiant or lightning damage, instead of vulnerability this effect negates that immunity and does not inflict vulnerability. 

You also gain an additional use of Static Sphere per long rest. 

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