Cleric
Base Class: Cleric

You follow a god or goddess who inhabits a far domain, out on the planar landscape that revolves around the material plane at the center.  Because of this belief, you have begun to grasp at secrets only available to those who travel out into those different lands beyond the realm of your world.  As these secrets become known to you, you find that even mundane traveling across your own world has a different feel to it.  The worlds open before your mind as your faith grows in power and understanding.  Even as the concepts of folded space and extraplanar pockets becomes known to you, the mundane efforts of traveling by foot, on a mount, or even on one type of vehicle or another, all take on a new meanings.

Extended Spell List

The deity you have faith in lets you choose from an expanded list of spells when you learn a cleric spell. The following spells are added to the cleric spell list for you.

Extraplanar Domain Expanded Spells
SPELL LEVEL SPELLS

1st

feather fall, longstrider

2nd

find steed, misty step

3rd

fly, haste

4th

dimension door, freedom of movement

5th

teleportation circle, tree stride

Eye for the Road

At 1st level, you gain proficiency in all ranged weapons.

Quick on Your Feet

Also at 1st level, you can use your bonus action to move 10 feet without provoking an opportunity attack.  You can use this feature a number of times equal to your proficiency bonus.  You regain all expended uses after a short rest.  You also get a +2 bonus to your initiative roll.

Channel Divinity: Divine Transportation

Starting at 2nd level, you can use your Channel Divinity to relocate your allies.  As an action, choose up to three willing Small or Medium creatures (willing means has a semblance of intelligence) that you can see (which cannot include yourself).  Each of these creatures teleports into each other's spaces, swapping places as you choose.

Starting at 5th level, you can also move large allies. 

Thunder Step

Starting at 6th level, you are given the ability to step through space.  As a bonus action, you can step into a pocket of space and step out again up to 90 feet away to a place you can see.  Anyone within 10' of where you leave, will take force damage and be knocked 5' back from the point you disappeared.  Each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one.  They are pushed 5' either way.  The sonic boom can be heard up to 1/4 mile away.  You can perform this ability once per long rest.    When you reach 10th level, you can perform it once per short rest.

Divine Movement

At 8th level, you gain the ability to move an enemy away from you.  On a successful melee strike, you can cause a target to be transported up to 30' away from where they stand.  After the move, they will take 3d10 force damage on a failed Constitution save, or half on a successful save.  You can perform this task once per long rest.   At 14th level, you can perform this ability once per short rest.  

Speed of the Gods

At 17th level, you gain the ability to move at incredible speeds.  Your walking speed increases by 30', and if you move out of or through the space of an enemy, you do not provoke opportunity attacks.

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