Base Class: Cleric
Level 3: Broadened Horizons
You gain proficiency with cartographers tools and navigators tools. You always know which way is north and your outdoor visibility is increased by half.
Level 3: Mark the Path
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to provide you and a number of allied creatures no more than your proficiency bonus within 30 ft. temporary hit points equal to your cleric level +2 and protection from difficult terrain as long as they are within 20ft of you. This effect is lost upon a short rest or if the affected creature ventures more than 300ft from you.
Level 3: Journey Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
Level 6: Well Traveled
You have a climb speed and swim speed equal to your walk speed as well as an additional quarter of your carrying capacity. Traveling at a fast pace no longer penalized your perception.
Level 17: Unimpeded Travel
You cannot have your speed lowered by environmental means such as difficult terrain, magic or mundane. When you use a spell slot to cure a creature of a level of exhaustion you may choose to either remove two levels of exhaustion, or remove a level of exhaustion from a second creature within 5ft.
Level 3: Broadened Horizons
You gain proficiency with cartographers tools and navigators tools. You always know which way is north and your outdoor visibility is increased by half.
Level 3: Mark the Path
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to a number of allied creatures equal to or less than your proficiency bonus (which can include you) within 30 ft. temporary hit points equal to your cleric level +2 and protection from difficult terrain as long as they are within 20ft of you. This effect is lost upon a short rest or if the affected creature ventures more than 300ft from you.
Level 3: Travelers Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Travelers Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Goodberry, Comprehend Languages, Find Steed, Levitate |
| 5 | Fly, Water Walk |
| 7 | Freedom of Movement, Control Water |
| 9 | Passwall, Commune with Nature |
Level 6: Well Traveled
You have a climb speed and swim speed equal to your walk speed as well as an additional quarter of your carrying capacity. Traveling at a fast pace no longer penalized your perception.
Level 17: Unimpeded Travel
You cannot have your speed lowered by environmental means such as difficult terrain, magic or mundane. When you use a spell slot to cure a creature of a level of exhaustion you may choose to either remove two levels of exhaustion, or remove a level of exhaustion from a second creature within 5ft.
Example 1. When you cast Greater Restoration to remove a level of exhaustion from a creature, you may also remove a level of exhaustion from another creature within range. This feature does not affect more than 1 additional creature at a time.
Example 2. When you cast Revivify a creature that died from exhaustion. You may heal the creature of 2 levels of exhaustion than the usual 1.
(This feature is not limited to these spells and are only an example of how the feature functions)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/14/2026 9:28:13 PM
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15
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11
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Coming Soon
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