Cleric
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.

Travelers Domain Spells
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
1/14/2026 9:28:13 PM
15
11
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Coming Soon

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