Base Class: Cleric
This domain encompasses methods of connection, both physical and psychic. The forces that govern this divine devotion teach of unity and the collective above all else and the power of togetherness in all walks of life. A cleric of the Connection domain learns to channel this power to control mental and physical freedom for allies and foes alike.
Connection Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | expeditious retreat, feather fall |
| 3rd | misty step, warding bond |
| 5th | fly, sending |
| 7th | banishment, dimension door |
| 9th | commune, passwall, tree stride |
United in thought
At 1st level, you can communicate without need for speaking aloud. As an action you can create a telepathic link between you and a number of creatures you can see up to your proficiency bonus that you choose. While in this telepathic channel, creatures can speak telepathically with one another on the condition that they share a language. This channel remains open for 1 hour and can be closed by you at any time as a free action or another creature can leave the channel as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Seasoned traveller
Also at 1st level, your connections with ways of transport prepare you for any lands you might encounter. You can ignore any difficult terrain.
Channel Divinity: A mile in your shoes
Starting at 2nd level, you can use your Channel Divinity to transport creatures instantaneously.
As an action, you present your holy symbol, and choose any two creatures that you can see and are within 120ft. of each other (can include yourself). These two creatures then instantaneously swap positions not provoking opportunity attacks. A creature can make a wisdom saving throw to resist this effect.
The teleportation is indefinite unless you choose to maintain concentration on it as if concentrating on a spell, in which case the creatures will swap back after 1 minute or when you break concentration.
Improved Unity
Starting at 6th level, you and any creatures you are telepathically connected to can add your Wisdom modifier to any Wisdom, Intelligence and Dexterity saving throws they make while connected to you as well as an extra 15ft. movement speed.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Movement
Starting at 17th level, you can use your reaction to increase and decrease a creature's movement speed. When a creature you can see begins using its movement within 10ft. of you or a creature you are telepathically connected with, you can use your reaction to make that creature's speed 0 for one round. In addition, you or the creature you are telepathically connected with have double your usual speed for the same period. When you use this ability you take one level of exhaustion (2 levels if using '-1 to all rolls' exhaustion rules).
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