Base Class: Cleric
Gods of travel and trade— such as Waukeen, Lugh, Hermes, Odin, and Avrandra— embody freedom and exploration, values they instill in their followers. They’re patrons to nomads, shepherds, explorers, merchants, pilgrims, and wanderers. Their clerics are sometimes hailed as wandering healers and miracle workers, while at other times they are known as daring explorers and adventurers.
Domain Spells
1st-level Wayfare Domain spell
You gain domain spells at the cleric levels listed in the Wayfare Domain Spells table. See the Divine Domain class feature for how domain spells work.
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 Proficiency
1st-level Wayfare Domain feature
When you choose this domain, you gain proficiency with the survival skill and vehicles (land). Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Traveler’s Gait
1st-level Wayfare Domain feature
Your movement speed increased by 10ft. You can also add your Wisdom score to your long jump distance as well as add your wisdom modifier to your high jump distance.
Additionally, as a bonus action, you can bless a creature within 60ft of you that you can see with increased movement speed. Until the beginning of your next turn, the target creature’s movement speed increases by 10ft. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Summon Steed
2nd-level Wayfare Domain feature
You can use your Channel Divinity to summon a spirit that assumes the form of a loyal steed.
As an action, you present your holy symbol, and the steed appears in an unoccupied space next to you and takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
The steed remains for 24 hours, until you use this channel divinity again, or when the steed drops to 0 hit points. When it disappears it leaves behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear.
Sky Step
6th-level Wayfare Domain feature
Through your travels, you have learned how to step upon the air as if it was solid ground. As an action, you can grant yourself the ability to magically travel diagonally through the air as if it were difficult terrain, additionally, you can travel horizontally while in the air as if you where traveling on solid ground. If you fall prone while held aloft in the air using this feature, you crash down to the ground. While you are mounted on your steed from your summon steed channel divinity, it also gains this feature.
You can walk upon the air for 1 minute, until you lose your concentration (as if you were concentrating on a spell), or until you end your turn without moving. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Divine Strike
8th-level Wayfare Domain feature
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.
Wanderer’s Boon
17th-level Wayfare Domain feature
You movement speed increases by an additional 10ft. Additionally, you are permanently under the effects of the freedom of movement spell as well as gaining immunity to the stunned condition.
Previous Versions
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3/7/2023 3:25:20 PM
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