Base Class: Cleric
Travel Domain Features
|
Cleric Level |
Feature |
|
1st |
Domain Spells, Bonus Proficiencies, Travellers blessing |
|
2nd |
Channel Divinity: enhanced travel |
|
6th |
Unstoppable |
|
8th |
Divine Strike (1d8) |
|
14 |
Divine Strike (2d8) |
|
17th |
Juggernaut |
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 |
Longstrider, expeditious retreat |
|
3rd |
Locate object, Misty Step |
|
5th |
Haste, Sending |
|
7th |
Dimension door, Control Water |
|
9th |
Teleportation circle, Scrying |
When you choose this domain at 1st level, You gain proficiency with survival, land vehicles and one tool, weapon or skill.
From 1 level you exude an aura of confort. As such you suffer no ill effects from natural extreme environments such as cold, heat or altitude etc. The total number of people that can be effected by this aura ( excluding yourself ) is equal to your proficiency bonus.
Channel divinity ; enhanced travel
From second level whenever you cast one of your domain spells you can choose to also expend a usage of your channel divinity ( if available ). The duration of the spell is doubled and if it requires concentration you have advantage on checks to maintain it. The exceptions to this are misty step and dimension door which have an instantaneous casting time. In those cases you may expend a single use of channel divinity instead of a 2 level spell slot to cast misty step or two uses of channel divinity to cast dimension door if of a level where that spell is available to you.
Unstoppable
Starting at 6th level your movement is unaffected by difficult terrain. You can also expend 5 feet of movement to escape non-magical restraints including grappling.
At 8th level, you gain the ability to infuse your weapon strikes and cantrips. Once on each of your turns when you hit a creature with either a weapon attack or a cantrip, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Juggernaut
From 17 level you are permanently effected by the full effects of freedom of movement. As an action you can touch an ally and invoke in them an equal ability for the next hour of until you touch another ( as an action ) to transfer it to them instead.
Bonus Proficiency
You gain proficiency with survival, land vehicles and one tool, weapon or skill.
Travellers Blessing
From 1 level you exude an aura of confort. As such you suffer no ill effects from natural extreme environments such as cold, heat or altitude etc. The total number of people that can be effected by this aura ( excluding yourself ) is equal to your proficiency bonus.
Channel Divinity: Enhanced Travel
Starting at 2nd level, you can use your Channel Divinity to improve your domain spells.
Whenever you cast one of your domain spells you can choose to also expend a usage of your channel divinity ( if available ). The duration of the spell is doubled and if it requires concentration you have advantage on checks to maintain it. The exceptions to this are misty step and dimension door which have an instantaneous casting time. In those cases you may expend a single use of channel divinity instead of a 2 level spell slot to cast misty step or two uses of channel divinity to cast dimension door if of a level where that spell is available to you
Unstoppable
Starting at 6th level your movement is unaffected by difficult terrain. You can also expend 5 feet of movement to escape non-magical restraints including grappling.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack or a cantrip, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Juggernaut
From 17 level you are permanently effected by the full effects of freedom of movement. As an action you can touch an ally and invoke in them an equal ability for the next hour of until you touch another ( as an action ) to transfer it to them instead.
Comments