Base Class: Cleric
The very roads, tunnels, waterways, and skies embody the spirit of the Pilgrim Domain. The spirit of Travel is shared by merchants, adventurers, and vagabonds alike. You determined your Life the gathering of forgotten knowledge, the search for spiritual enlightenment and preserving of artifacts. Either way, those who travel far and wide gain a wealth of experience and stories to share with the world.
Gods of the Pilgrim domain are often protectors of the wanderers, such as Mielikki, the scholars and scribes, such as Oghma, or the merchants and adventurers, such as Tymora.
Level 3: Lead the Way!
You gain proficiency in Cartographer and Navigator's Tools.
When you come across uneasy paths, you can ignore movement penalty from non-magical difficult terrain like roots, earth, rubble, plants, bushes etc.
Allies benefit from this feature aswell if you lead the Way. Every Ally that witnesses you walk across difficult terrain can memorize your movement pattern to copy it.
Guided Step. When an ally within 30 feet of you makes a saving throw or ability check to avoid or resist a trap or other environmental hazard that you can see, you can use your reaction to add your Wisdom modifier (minimum +1) to their roll.
Level 3: Pilgrim Domain Spells
Your eager thirst of knowledge and discovery of the unknown grants you spells that helps you fulfill your desires with the Pilgrim domain. You always have the following spells prepared:
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Comprehend Languages, Sanctuary, Lesser Restoration, Moonbeam |
| 5 | Speak with Dead, Tongues |
| 7 | Freedom of Movement, Death Ward |
| 9 | Greater Restoration, Commune with Nature |
Level 3: Channel Divinity: Pilgrims Favor
As a Magic, you present your holy symbol and call upon your deity to grant divine favor to your journey or share your blessing among allies.
When you use this Channel Divinity, choose one of the following effects:
1. Divine Insight
You momentarily draw upon your deity’s wisdom to cast a spell you do not have prepared.
Choose one spell from your current cleric spell list that has a casting time of 1 action.
You cast it as if you had it prepared, expending a spell slot of the appropriate level.
The spell’s level cannot exceed your proficiency bonus. You cannot upcast the spell to a higher level than this limit.
2. Shared Blessing
You cast a Cleric spell of 1st level or higher that targets only one allied creature and doesn’t have a range of Self, you can use your Channel Divinity to cause the spell to also target one additional creature within range. You cannot use this feature with spells that restore hit points or return a creature to life.
Level 6: Rest of the Wayfarer
You gain the ability to imbue yourself and your allies with the ability to push themselves beyond their normal limits. At the end of a short rest, you can remove a level of exhaustion from yourself and up to five allies. Once you use this feature, you can’t use it again until you finish a long rest.
Level 17: Neverending Journey
You have travelled and visited so many spiritual places, you gain the following benefits:
- You can cast Plane Shift once per long rest, without expending a spell slot, as your deity wants you to see even more of the whole.
- You gain immunity to Exhaustion due to traveling in difficult climates, extensive wandering/marching and similiar sources.
- Your base walking Speed increases by 10 feet
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