Cleric: Difference between revisions

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'''Traveler’s Step.''' At 1st level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
'''Traveler’s Step.''' At 1st level, your speed increases by 5ft.


'''Unfettered Wanderer.''' From 1st level, your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.
'''Unfettered Wanderer.''' From 1st level, your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<br>
As a bonus action, you can choose one creature within 30 feet of you. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.
As a bonus action, you can choose one creature within 30 feet of you. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.<br>
Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.
Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.<br>
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it.


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You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one.
You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one.


'''Divine Stride.''' Starting at 6th level, you can grant a burst of speed to yourself and your traveling companions. As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
'''Channel Divinity: Divine Stride.''' Starting at 6th level, you can grant a burst of speed to yourself and your traveling companions. As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.


'''Blessed Guide.''' At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.
'''Blessed Guide.''' At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.<br>
When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest.
When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest.