Base Class: Cleric
At some point in their lives, most people will turn to a god for aid while on the road or at sea. Gods of Travel are those whose assistance is most often sought at those times. Some come to include the domain in their portfolio by way of their patronage of those who travel frequently: merchants, sailors, troubadours. However, the truest gods of Travel are those who are defined by their wanderlust, and whose followers share in their desire to explore their worlds and the planes beyond them.
Domain Spells
You gain domain spells at the cleric levels listed in the Travel Domain Spells table. See the Divine Domain class feature for how domain spells work.
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | expeditious retreat, feather fall |
| 3rd | find steed, misty step |
| 5th | haste, fly |
| 7th | dimension door, freedom of movement |
| 9th | teleportation circle, passwall |
Bonus Proficiencies
When a cleric chooses this domain at 1st level, they gain proficiency with cartographer's tools, land vehicles, and water vehicles.
Sure Footed
At 1st level, you gain the ability to prevent yourself or your allies from deviating from your intended path. As a reaction, you can prevent any forced movement of a willing creature within 60 feet of you. That creature then cannot be moved against their will until the start of their next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses when you finish a long rest.
Channel Divinity: Wanderlust
Starting at 2nd level, you can use your Channel Divinity to momentarily impose a compulsion to wander.
As an action, you choose one creature you can see within 30 feet of you, forcing it to make a Charisma saving throw. If it fails, the creature must expend all its movement on its next turn to travel in a random direction, roll a d4 to determine. If the creature is flying, you may instead roll a d6, causing the creature to cease flying and plummet to the ground on a 6.
Safe Passage
At 6th level, you gain the ability to ward against those who would harm travelers. When a creature within 30 feet of you makes an attack of opportunity, you may prevent it and force them to make a Charisma saving throw against your spell save DC or be frightened of their target until the end of their next turn.
You can use this feature once and it refreshes on a short or long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Free Spirit
Starting at 17th level, the divine protection of your mobility manifests even more strongly. You are immune to conditions which would decrease your movement, and as long as you are conscious and not petrified you are still able to move. If a creature attempts to shove you or impose the grappled, prone, restrained, paralyzed, stunned, frightened, or petrified conditions on you, they must make a Wisdom saving throw or become paralyzed until the end of their next turn and take 2d8 radiant damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/2/2023 3:26:21 PM
|
8
|
1
|
--
|
Coming Soon
|
Comments