Base Class: Cleric
The followers of the Voyage Domain are, sadly, far and few between. However, they are still considered to follow their own domain due to their abilities that are given to them as a result of their purpose. Anyone can be apart of the Voyagers, for the god they follow does not matter. All that matters is that they travel the world, seeking to fulfill their wanderlust.
Voyage Domain Spells
You have been gifted with a new set of spells by your god in order to keep you safe on your many trips. You gain a set of spells themed around movement and keeping you alive while on the road.
| Cleric Level | Spells |
|---|---|
|
1st |
comprehend languages, expeditious retreat |
|
3rd |
calm emotions, find steed |
|
5th |
tiny hut, haste |
|
7th |
secret chest, freedom of movement |
|
9th |
freedom of the winds, mislead |
Quickened Stride
At 1st level, you can gain the ability to move faster than many others. Your walking speed increases by 10ft, and you can cast the Longstrider spell an unlimited number of times. However, only one creature may be affected by this spell at a time.
Channel Divinity: Protection for the Traveler
Starting at 2nd level, you can use your Chanel Divinity to protect you from the dangers of the road.
When used at the start of a journey, you and a number of creatures equal to double your Wisdom modifier, minimum of three, gain immunity to disease. Any effects from diseases you already have are paused for the duration. Additionally, Wisdom (Survival) checks are made at advantage by all affected creatures, and your entire group can travel twice as fast (this has no effect on actual speed). The effects of this last for up to eight hours.
Rest for the Weary
Starting at 6th level, you become much harder to hit due to your nature of movement. You are always under the effects of a sanctuary spell. However, whenever the spell is broken, it must be restored during a short rest.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Need of Haste
Starting at 17th level, you become quicker and more nimble than you have ever been as to avoid more attacks. Your ground speed increases by 10ft. Additionally, you can choose to take an extra action on your turn once per day, which can be used to take the Dash, Dodge, Disengage, or Attack actions. It can also be used to cast a healing spell.
Previous Versions
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6/14/2022 8:21:31 PM
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