Base Class: Cleric
Some people are born with the need to travel and discover new places. For these people the road is not a means to a destination but it is already the destination itself, since travelling is their way of feeling at home. Forests, hills, frozen wastelands or scorching deserts, for the traveller they all have a natural beauty.
Those who follow the gods of the road are usually followers of Fharlanghn, Avandra, Marthammor Duin or Lugh.
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | comprehend languages, expeditious retreat |
| 3rd | pass without trace, spider climb |
| 5th | fly, haste |
| 7th | dimension door, freedom of movement |
| 9th | passwall, teleportation circle |
Fleeting
At level 1, your base walking speed increases by 10 feet. You gain advantage on Constitution saving throws against exhaustion.
Well Traveled
At level 1, you are skilled in leading groups on journeys. You gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group gains a bonus to travel speed equal to your Wisdom Modifier * 10% (minimum 10%).
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- You gain proficiency in land and water vehicles, as well as Navigator's tools.
Channel Divinity: Tailwind
Starting at 2nd level, you can present your holy symbol as an action to invoke your deity's blessing.
For 1 minute, you and up to 5 friendly creatures gain the following benefits.
- An increase in base walking speed equal to 5ft * your Wisdom modifier (min 5 feet.)
- The ability to use the Dash action as a bonus action.
- An increase in Initiative equal to your wisdom modifier (min 1).
- Attacks of opportunity have disadvantage on affected creatures.
Warn Fellow Traveler
Starting at 6th level, when you or a creature within 30 feet of you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to make you or the creature succeed at it. You can wait until after the creature rolls the d20 before deciding to use Warn Fellow Traveler, but must decide before the DM says whether the roll succeeds or fails.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Traveler
Starting at 17th level, a travel cleric can cast the spell teleport without expending a spell slot. You add 10 * your wisdom modifier (min +10) when rolling in the table. You must finish a long rest to use this feature again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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5/13/2020 9:02:27 PM
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12
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1
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1.0
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Coming Soon
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Posted Oct 30, 2020Thanks for the feedback.
My idea was to give many small boons instead of giving a big boost.
We are playtesting the class with some friends and it doesn't look unbalanced at low levels.
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Posted Oct 29, 2020Great domain spells, but I feel like the channel divinity does too much. It should really only do 1 or 2 of the listed effects.