Base Class: Cleric
This subclass comes from ABYSS. ABYSS is an aquatic compendium lovingly put together by the good people of the Haven Discord server. We homebrew for our own joy and to provide enjoyment to the readers.
The gods of the Journey domain aid travelers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities.
Domain Spells
1st-level Journey Domain feature
You gain domain spells at the cleric levels listed in the Journey Domain Spells table. See the Divine Domain class feature for how domain spells work.
Journey Domain Spells
Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.
Imbue Mobility
Starting at 1st level, your spells guide allies out of harm’s way. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to move up to half its speed without provoking opportunity attacks.
Channel Divinity: Zealous Charge
Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.
You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature’s speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.
Long Road Ahead
Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Wisdom modifier (minimum of 1 hit point) when you finish a short or long rest.
While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.
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 extra damage increases to 2d8.
Unchained and Unfettered
Beginning at 17th level, you are always under the effects of the freedom of movement spell, and your movement doesn’t provoke opportunity attacks.
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