Cleric
Base Class: Cleric

The Exodus Domain focuses on guiding others through difficult journeys so that they may find a place in which they feel safe and their families may prosper. Many of these clerics are focused on acts of liberation and emancipation of peoples they see as oppressed or misused. Others work as holy guides for treacherous terrains. The gods of nature  and knowledge (such as Auril, Selune, Beory, Fharalanghnand) and sometimes even those of death (such as Incabulos or Iuz) will generally guide clerics of the Exodus domain in their works

Exodus Domain Spells

Cleric Level

Spells

1st

Goodberry, Purify Food and Drink

3rd

Pass Without Trace, Protection from Poison

5th

Dispel Magic, Water Walk

7th

Control Water, Wall of Fire

9th

Commune, Insect Plague

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with Navigator's Tools and Cartographer's Tools. 

Guiding Light

Also starting at 1st level, you are blessed with knowledge to aid you and your companions in your journeys. You gain the Guidance cantrip if you do not already know it and it does not count against the number of cantrips you know. Additionally, as long as you are outside where the sky is visible, you always know which direction is north regardless of time of day or weather conditions.

Channel Divinity: Safe Passage

Starting at 2nd level, you can use your Channel Divinity to move more efficiently through unknown terrain. As an action, you present your holy symbol and evoke a vision of a safe route for you and your allies. For the next hour, while you are within the same terrain as when you invoked this Channel Divinity, you and a group of up to 4 other creatures of your choice gain the following benefits:

  • Difficult terrain doesn't slow your group's travel
  • Your group can't become lost except by magical means
  • Even when you are engaged in another activity while traveling, you remain alert to danger
  • When you forage, you find twice as much food as you normally would
  • You and each member of the group gains temporary hit points equal to your Wisdom modifier.

Land's Stride

Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. 

Guardian of Rest

At 8th level, starting at the beginning of a short or long rest, you and up to 4 other creatures of your choice are treated as if warded by the Sanctuary spell for the duration of the rest. If any creature travels more than 20ft away from you during the rest, that creature loses the benefit of this feature. 

Divine Escort

Starting at 17th level, while affected by your Safe Passage  Channel Divinity, your group gains the following benefits:

  • Your group is not affected by Extreme Heat or Extreme Cold. 
  • Your group's Wisdom (Perception) checks are not inhibited by Strong Wind or Heavy Precipitation.
  • Your group has advantage on saving throws against ill effects of Wilderness Hazards.
  • The number of temporary hit points each member of the group gains is increased to half your cleric level (rounded down).  
  • Your group has advantage on rolls made for initiative. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/6/2020 4:51:57 PM
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