Base Class: Cleric
The Expedition domain belongs to Gods of travel and adventure, patron to merchants and messengers deities all the same. Clerics of this domain take their faith to the road. This includes the likes of Hermes and Agni as messenger gods, Janus the god of passages and can even pertain to beings like Anubis and Charon, who guide souls to the afterlife.
Expedition Domain Spells
|
Cleric Level |
Spells |
|
1st |
Expeditious Retreat, Longstrider |
|
3rd |
Knock, Pass Without Trace |
|
5th |
Leomund’s Tiny Hut, Sending |
|
7th |
Dimension Door, Leomund’s Secret Chest |
|
9th |
Teleportation Circle, Rary’s Telepathic Bond |
Wanderer's Blessing
When you choose this domain at 1st level you learn the Message cantrip. Additionally you gain proficiency in the Survival skill, if you don't have it already.
Fleet of Foot
Additionally at 1st level your base movement speed increases by 5 feet. As an action you can spread this bonus to any number of creatures of your choice within 60 feet of you. This bonus lasts 10 minutes.
Once you use this feature in this way you cannot do so again until you complete a long rest.
Channel Divinity: Worthy Advance
You gain this feature at 2nd level. You can present your holy symbol to call upon your god to give you insight in your travels. You conduct a 10-minute long ritual during which you choose a location of a landmark that you either have been to or know of well (such as a village that is on a map). You learn either the safest most dependable route or the fastest route to that location (your choice).
When you use this option you can also learn some history or facts about the location you are traveling to, or the land which you travel through if you so desire.
If the location is unknown or shrouded in magic, such as ancient undiscovered ruins, the DM can decide if you can bargain with your god in order to gain deeper insight into the location. Otherwise you only learn the vague general area of this location.
Steadfast Passage
Starting at 6th level, you gain the following benefits while you and your party are traveling for longer than an hour;
- You can travel at a Fast Pace without suffering a penalty to perception
- Your group can’t become lost except by magical means
- Traveling at any pace, other than a Face Past, will not prevent you and your traveling companions from completing a short rest
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Wanderer of Passages
The power of hearth and home follows you whenever you find yourself in the world. At 17th level whenever you cast a spell or use an ability that affects a targets movement or a spell that causes creatures to teleport you can cause all creatures affected by the feature to also gain one of the following benefits;
- All creatures gain temporary hit points equal to half your Cleric level that last until they finish a long rest.
- End the effects of one spell that is affecting each creature.
- In addition to the features usual effects, all creatures become invisible until the end of their next turn. This invisibility ends early if the creature attacks or casts a spell.
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