Cleric
Base Class: Cleric

Clerics of the Domain of the Nomad never stay in one place too long and rarely stay with a group for extended periods of time. They excel at reading the auras of creatures in order to be more widely accepted for temporary settlement. Moving from place to place, they record the cultures of people in lands unknown to maps or forgotten to time. Their interests take them to new lands in order to find new things. The Nomadic Clerics follow their own path, never allowing themselves to be forced to do something they do not want to do. 

Nomad Domain Spells

Cleric Level

Spells

1st

Longstrider, Zephyr Strike

3rd

Ashardalon's Stride, Haste

5th

Freedom of the Winds, Passwall

7th

Mordenkainen's Magnificent Mansion, Plane Shift

9th

Gate, Time Stop

Aura Reader

When you choose this domain at 1st level, you become able to see the aura of creatures that you can see. The color of one's aura represents the current emotion they are portraying:

  • Red: Anger
  • Blue: Calm
  • Yellow: Happy
  • Green: Envious 
  • Orange: Mischievous
  • Pink: Flirty 
  • Purple: Confident
  • White: Nervous
  • Black: Malicious 
  • Rainbow: Confused 

Conditioned Step

At 1st level, you are used to walking under extreme conditions, not being slowed down by the likes of anyone. You cannot be forced to be slowed by extreme weather effects or be targeted by an ability or spell that would reduce your movement speed. Additionally, your movement speed is increased by 10 feet. 

Channel Divinity: Pilgrimage

Starting at 2nd level, you can use your Channel Divinity to target yourself and a number of willing creatures less than or equal to your Wisdom modifier (minimum 1). As an action you and the number of creatures you have chosen can teleport up to 120 feet to a spot that is unoccupied. After teleporting, you and any creature that moved with you, add your Wisdom modifier to their AC until the start of your next turn.

Thousand Step Pace

Starting at 6th level, when you have dealt damage to a creature you bolster yourself with adrenaline. Until the end of your turn your movement speed doubles and you do not provoke attack of opportunities.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Step from Sight

At 8th level, as an action you hide yourself and your allies from the perception of others. You can target a number of creatures equal to your Wisdom modifier. The targets must be visible to you and within 60 feet of you.

You begin to concentrate up to 10 minutes, allowing you and each creature you target to turn invisible. This ability remains until your concentration ends or until immediately after a creature targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. 

Improved Pilgrimage

At 17th level, you can extend the range of your Pilgrimage. Instead of 120 feet, you can now travel up to 5 miles. Any place that you land creates an anchored point. You can have a max of up to 5 anchored points. Whenever you go over your set anchored points, you remove one of your choice. As long as you have an anchored point, you may choose to teleport to that point instead at any point. Teleporting to an already set anchored point does not replace an existing anchored point.