Base Class: Cleric
The world is massive, containing far more than even the longest lived elf can see in a lifetime. At least, without the aid of a god. Travel Clerics are creatures of the wilds and roads, venturing from place to place to offer help, healing, and gather stories to take to their god. They eschew formal temples, though they will have periodic gatherings to celebrate their god together.
As a Traveler Cleric, you are a restless soul, filled with a never ending wanderlust that makes adventuring a perfect life for you. Perhaps you have long known your companions, perhaps they are strangers you found on the road. Regardless, life has some interesting things in store for you.
Wanderer
When you choose this Domain at 1st level, you gain the following benefits as gifts from your god:
Your movement speed increases by 10ft.
Difficult terrain does not inhibit your movement. Some of the most beautiful sights are tricky to get to, after all.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). There is too much world to see for you to be limited by such a silly thing as a travel speed.
Channel Divinity: Wanderer's Protection
Starting at 2nd level, you can use your Channel Divinity to enhance and protect your allies movement. A sphere of mystical energy surrounds you. The sphere is centered on you, has a radius of 30ft, lasts for 1 minute, until you dismiss it, or until you are incapacitated. Allies (including you) that begin their turns within the sphere have an additional 10ft to their movement speed until the beginning of their next turn. In addition, while in the sphere, you and your allies cannot be targeted by Attacks of Opportunity.
Wanderer's Gifts
Beginning at 6th level, when you cast one of your Domain spells with a range other than Self, you can have that spell affect one more valid target provided they are within range of the spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Wanderer
At 17th level, you add the following spells to your to your list of domain spells: wind walk, teleport, maze, gate. Like your other domain spells, they are always prepared and count as cleric spells for you.
You can cast these spells once per day without expending a spell slot. You regain the ability to do so each day at dawn.
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