Base Class: Cleric
Clerics of the Nomad Domain are devoted to deities of travel, freedom, swift winds, or distant horizons. They are rarely found in one place for long, and they view the battlefield not as a static line, but a constantly shifting space where position is everything. Their divine power allows them to briefly ignore the constraints of distance, blinking from one spot to another to bring aid, deliver justice, or simply evade danger.
Level 3: Nomad Domain Spells
|
Cleric Level |
Spells |
|
3rd |
Expeditious Retreat, Longstrider |
|
5th |
Misty Step, Pass Without Trace |
|
7th |
Blink, Haste |
|
9th |
Dimension Door, Freedom of Movement |
|
11th |
Passwall, Teleportation Circle |
Level 3: Conditioned Steps
Starting at 3rd level, you body moves with a conditioned swiftness and grace honed by years of travel. You gain the following benefits:
- Your movement speed is increased by 10 feet.
- You ignore nonmagical difficult terrain.
- Your speed cannot be reduced by nonmagical effects, such as encumbrance or environmental conditions (i.e. snow, mud, strong winds. etc).
- You have advantage on Strength and Dexterity saving throws made to resist being grappled or restrained.
- When an effect would reduce your speed to 0, it instead only halves your Speed until the end of your next turn.
Level 3: Pilgrimage
As a bonus action, you invoke your Channel Divinity to move yourself and a willing creature within 5 feet of you to an unoccupied space you can see within 60 feet. Until the start of your next turn, you and that ally's movement speed is increased by 10 feet, and does not provoke attacks of opportunity.
Level 6: Blessing of the Four Winds
As an action, you present your holy symbol and invoke your Channel Divinity. For the next minute, you gain the following benefits:
- Your movement speed doubles.
- Allies that start their turn within 10 feet of you have their movement speed increased by 10 feet until the start of their next turn.
- Your movement does not provoke attacks of opportunity.
- When you move at least 30 feet during your turn, you gain advantage on the attack roll you make before the end of your turn.
- You can take the Dash action as a bonus action.
Level 6: Step of the Far Wanderer
As an action, you teleport up to 30 feet to an unoccupied space you can see and make one melee weapon attack as part of the same attack. If the attack hits, it deals an additional 4d10 force damage, and the target must make a Strength saving throw or be pushed back 15 feet in a direction of your choice.
You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Level 17: Avatar of the Open Road
You embody the unending road and the freedom of the horizon. You gain the following effects:
- You gain immunity to the Grappled, Restrained, and Paralyzed conditions and your speed cannot be reduced by any means
- You can teleport up to 60 feet as a bonus action on each of your turns.
- When you teleport or dash, any ally within 10 feet of you gains advantage on their next attack roll or saving throw before the end of their next turn.
- You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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