Cleric: Difference between revisions

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==== Domain Spells ====
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
''1st Level Travel Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
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==== Traveler’s Step ====
==== Traveler’s Step ====
At 1st level, your speed increases by 5ft.
''1st Level Travel Domain Feature''<br>
Your Speed increases by 5ft.
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==== Unfettered Wanderer ====
==== Unfettered Wanderer ====
From 1st level, your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<br>
''1st Level Travel Domain Feature''<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.<br>
Your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.<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.<br>
As a Bonus Action, you can choose one creature within 30ft of you. Any movement Speed reduction affecting it is ended, and the creature is Immune to the Slowed Condition 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, Slowed, and 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, regaining expended uses when you finish a Long Rest or travel 5 miles from the point where you last used it.
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==== Channel Divinity: Pathfinder ====
==== Channel Divinity: Pathfinder ====
Starting at 2nd level, you can gain a supernaturally-enhanced sense of direction that never fails you.<br>
''2nd Level Travel Domain Channel Divinity Option''<br>
When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components.<br>
When you are at a location, you can spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your Action to cast the Find The Path Spell targeting that location without expending a Spell Slot or Material Components.<br>
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. If you attempt to fix a location in your mind after you already have your maximum locations fixed in your mind, you must choose one to forget in order to gain the new one.
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==== Channel Divinity: Divine Stride ====
==== 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.
''6th Level Travel Domain Channel Divinity Option''<br>
You can grant a burst of speed to yourself and your traveling companions. As an Action, each creature of your choice within 30ft of you doubles its Speed until the start of your next turn. The chosen creatures also has Advantage on any Ability Check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.
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==== Traveling Strikes ====
''8th Level Travel Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. Once on each of your turns when you hit a creature with a Weapon Attack, you can cause the Attack to deal an extra 1d8 Cold, Fire, or Lightning Damage (your choice). When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Blessed Guide ====
==== 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>
''17th Level Travel Domain Feature''<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.
You become a master both of guiding others and of protecting them from the dangers travel can pose. All creatures of your choice within 15ft are Immune to the Slowed Condition and can use their Reaction when they make a Dexterity Saving Throw to gain Advantage on the roll.<br>
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When you and another friendly creature finish a Long Rest together, that creature can be up to 30ft away from you and still gain these benefits until it finishes its next Long Rest.
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== Trickery Domain ==
== Trickery Domain ==