At 1st level, you are able to endure inclement weather. You have advantage on checks made against the effects of Extreme Heat or Cold. You also have advantage on saving throws made against being exhausted.
Explorer’s Expertise
Also at 1st level, you are adept at surviving out in the wilderness. You gain proficiency in the Survival skill. If you already have proficiency, you instead get expertise.
Channel Divinity: Speed of Sound
At level 2, your deity allows you to move extremely fast. As a bonus action, you can present your holy symbol and bless one creature within 30 feet of you that you can see. The creature gains 100 movement speed until the end of your next turn.
Spatial Disruption
At 6th level, you learn to prevent creatures from teleporting. Whenever a single creature you can see attempts to teleport, you can use your reaction to negate the teleport. The creature attempting the teleport then takes force damage equal to 1d8 + your wisdom modifier. This feature has no effect on Planar Portals.
After doing this, you must wait a short or long rest until you can do so again.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Through the Realms
At 17th level, you are able to pull yourself and your allies across great distances. As an action, you can expend one use of your Channel Divinity to teleport away to any place you have been before on the same plane of existence, taking up to 5 willing creatures with you to a place you have been before within range.
You can also attempt to take unwilling creatures with you. They must succeed on a Charisma saving throw against your spell save DC or be pulled into the teleport. The total number of creatures taken via this teleport can be no larger than 6, including you.
The 1st level features are pretty weak, the Channel Divinity is too situational, the 6th level feature is pretty cool, and the 17th level feature is kinda weak and situational.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Explorer’s Endurance & Explorer’s Expertise : These should be 1 feature and you should add another 1st level feature.
Channel Divinity: Speed of Sound : This is ok, it's very powerful when you need it but you aren't going to need it all the time.
Spatial Disruption : This one feels like it is available at the wrong level. Enemies don't really start teleporting around until CR 10+. It also needs a defined range rather than just "a creature you can see".
Potent Spellcasting Standard, it's fine.
Channel Divinity: Through the Realms : This one is problematic, teleporting with enemies seems exploitable, and it is also fairly redundant Word of Recall and Plane Shift.
Here are some suggestions to balance the subclass:
Channel Divinity: Speed of Sound: This feature could potentially be unbalanced due to the significant increase in movement speed. You might consider reducing the bonus to a more reasonable number, like doubling the creature’s movement speed instead.
Spatial Disruption: This feature is quite powerful, especially since it can negate any teleport without a saving throw. You might consider adding a saving throw for the creature attempting to teleport, and perhaps limit the number of uses per long rest instead of per short or long rest.
Channel Divinity: Through the Realms: This feature is very powerful, allowing for potentially game-breaking teleportation. You might consider adding a range limit, or requiring the cleric to have seen the location they’re teleporting to. Also, for unwilling creatures, you might consider adding a stipulation that they must be incapacitated or willing.
Explorer’s Endurance
At 1st level, you are able to endure inclement weather. You have advantage on checks made against the effects of Extreme Heat or Cold. You also have advantage on saving throws made against being exhausted.
Explorer’s Expertise
Also at 1st level, you are adept at surviving out in the wilderness. You gain proficiency in the Survival skill. If you already have proficiency, you instead get expertise.
Channel Divinity: Speed of Sound
At level 2, your deity allows you to move extremely fast. As a bonus action, you can present your holy symbol and bless one creature within 30 feet of you that you can see. The creature gains 100 movement speed until the end of your next turn.
Spatial Disruption
At 6th level, you learn to prevent creatures from teleporting. Whenever a single creature you can see attempts to teleport, you can use your reaction to negate the teleport. The creature attempting the teleport then takes force damage equal to 1d8 + your wisdom modifier. This feature has no effect on Planar Portals.
After doing this, you must wait a short or long rest until you can do so again.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Through the Realms
At 17th level, you are able to pull yourself and your allies across great distances. As an action, you can expend one use of your Channel Divinity to teleport away to any place you have been before on the same plane of existence, taking up to 5 willing creatures with you to a place you have been before within range.
You can also attempt to take unwilling creatures with you. They must succeed on a Charisma saving throw against your spell save DC or be pulled into the teleport. The total number of creatures taken via this teleport can be no larger than 6, including you.
The 1st level features are pretty weak, the Channel Divinity is too situational, the 6th level feature is pretty cool, and the 17th level feature is kinda weak and situational.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Explorer’s Endurance & Explorer’s Expertise : These should be 1 feature and you should add another 1st level feature.
Channel Divinity: Speed of Sound : This is ok, it's very powerful when you need it but you aren't going to need it all the time.
Spatial Disruption : This one feels like it is available at the wrong level. Enemies don't really start teleporting around until CR 10+. It also needs a defined range rather than just "a creature you can see".
Potent Spellcasting Standard, it's fine.
Channel Divinity: Through the Realms : This one is problematic, teleporting with enemies seems exploitable, and it is also fairly redundant Word of Recall and Plane Shift.
Here are some suggestions to balance the subclass:
Spatial Disruption: This feature is quite powerful, especially since it can negate any teleport without a saving throw. You might consider adding a saving throw for the creature attempting to teleport, and perhaps limit the number of uses per long rest instead of per short or long rest.
Channel Divinity: Through the Realms: This feature is very powerful, allowing for potentially game-breaking teleportation. You might consider adding a range limit, or requiring the cleric to have seen the location they’re teleporting to. Also, for unwilling creatures, you might consider adding a stipulation that they must be incapacitated or willing.
My Homebrew: Spells Subclasses