Base Class: Cleric
Your faith has bestowed upon you the ability to expedite the travel of yourself and many other would-be adventurers across the realms, discover lost civilisations and recuse the lost. Your spells and power will ensure your safety during your travels.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
Transport Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | comprehend languages, detect poison and disease |
| 3rd | find traps, find steed |
| 5th | create food and water, sending |
| 7th | dimension door, freedom of movement |
| 9th | teleportation circle, scrying |
Travelers Proficencies
At 1st level, you are experienced with a series of tools and vehicles used to travel from place to place. You gain proficiency in land vehicles, sea vehicles, cartographers tools and navigators tools.
Realm Walker
As you've travelled, you've become specialised at travel across certain terrain.
At 1st level, select a type of terrain from the options below. You gain advantage on checks to locate creatures, civilisations and structures while within your selected terrain
- Arctic
- Coast
- Desert
- Forest
- Grassland
- Mountain
- Swamp
- Underdark
Channel Divinity: Locate Civilisation
Starting at 2nd level, you can use your Channel Divinity to guide you to the nearest settlement.
You can use your action to you learn the direction and distance to the closest or largest civilisation within 5 + cleric level miles, as long as you know the name of it.
Envoy of all roads
At 6th level, your body adapts to make yourself more resilient for travelling the realms. You gain the following features
- You gain +5 to your movement speed.
- You gain advantage on saving throws against effects that would cause you to be restrained.
- You’re also naturally adapted to cold and hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: No place like home
As you travel across the land and planes you learn how to return to places of safe respite. Starting 17 level, you can use your channel divinity to conduct a 10-minute ceremony that when completed, teleports yourself and a number of creatures equal to twice your Wisdom modifier that you designate to the last location you had a long rest. To be teleported, a creature must be within 10ft of you when the ritual completes.
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