Cleric
Base Class: Cleric

The gods of travel are as varied as their adherents. Some are protectors of roads, patrons of voyages, or tied to the journey of celestial bodies across the sky.

Travel clerics are tasked with securing routes for travelers, investigating accidents, and staffing official portal gates.

Bonus Proficiency

At first level, you learn 2 languages of your choice, and gain proficiency in the use of land vehicles.

Disciple of the Traveled Path

At 1st level, when traveling on a mapped road or route, your parties travel speed is doubled

Channel Divinity: Divine Compass

Starting at 2nd level, you can ask the gods for directions.

 

As an action, you present your holy symbol and evoke divine energy. The holy symbol will begin to  float above your hand, pointing in the direction of an object, person or place that you seek.

For the next hour, the holy symbol will continue to point towards the selected goal, before returning to normal.

One Eye Open

At 6th level, you become aware of everything around you on a subconscious level. It is now impossible to steal from you, even when you are asleep.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the damage increases to 2d8

Fleet-Footed One

At 17th level, when an creature within melee range attacks, you can use your reaction to impose disadvantage on the attack, and move up to 30 feet away from the enemy. This movement does not cause any opportunity attacks.

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