Cleric
Base Class: Cleric

While the Grave Domain guards the border between life and death, and the Twilight Domain, the border between day and night, the Liminality Domain is focused on the very idea of borders, doors, and in-between spaces. 

Clerics who serve deities of Liminality protect travelers, the lost, the confused, exiles, and those with no home to return to, either physically, spiritually, or both. 

 

Make Sure You've Got Your Buddy!

You are always aware of the positions of your party members when they’re within 60 feet of you. You learn the message cantrip with a range of 60 feet, which doesn’t count against the number of cantrips that you know

The Backrooms

At second level, you have an uncanny gift for finding the back ways into places, knowing whether that double metal doors lead to the parking lot or another hallway, where the catwalks are, the service hallways and tunnels.

Deja Voom

At 6th level, you gain the ability to trace the intrinsic connection between extremely similar locations. 

Chain restaurants, rest stops, grocery stores, phone booths (if they still existed), busses, taxis, airport gates, train stations, classrooms, hotel rooms, anyplace that’s particularly similar to others like it, where you feel like you could be in one of any number of identical locations. 

Choose a number of locations equal to your proficiency bonus which you have been to before.  

As long as there is a door or a threshold to cross, you can move from one such space to another you have chosen. You can bring up to three others with you (you can expend an additional use for every additional three people you want to bring), but you must go first, and you must be holding hands in a chain until the last person crosses the threshold/passes through the door. Roll a D20. On a nat 1, you do not end up in the similar place that you planned, but a different one. (They’ve got McDonalds in a lot of countries, after all). You cannot take an unwilling person.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Not All Who Are Lost Are Lost

Starting at level 17, you cannot get lost returning home. You may not be able to get there, but you know the way.

You can also go through any door and emerge through any other door you have been through on the same plane.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

You can bring up to three others with you (you can expend an additional use for every additional three people you want to bring), but you must go first, and you must be holding hands in a chain until the last person crosses the threshold/passes through the door. Roll a [roll]1d20[/roll]. On a nat 1, you do not end up going through the door that you planned, but a different one (still one through which you have been before on the same plane). 

You cannot take an unwilling person. 

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