Difference between revisions of "Travel Domain (5A)"

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Starting at 6th level, you can use your Channel Divinity to gain directions.
 
Starting at 6th level, you can use your Channel Divinity to gain directions.
  
:You can cast [http://dnd5e.wikidot.com/spell:find-the-path Find the Path]. This version on the spell can only find locations that are outdoors or that has a direct connection to the outdoors, such as a particular house or settlement. It does not work indoors, tough it can find a location in a natural cave network or in the Underdark.  
+
:You can cast [http://dnd5e.wikidot.com/spell:find-the-path Find the Path]. This version on the spell can only find locations that are outdoors or in a natural area. It can find the entrance to built-up areas, such as a village. It does not work indoors, tough it can find a location in a natural cave network or in the Underdark.
  
 
=== Blessed Strikes ===
 
=== Blessed Strikes ===

Revision as of 14:56, 4 July 2024

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This is an original Cleric domain for 5A.

Roads and travel is fundamental to life, but dangers on the road are ever-present. The gods of travel protect and guide, keeping this vital lifeline going.

Subclass Features

Domain Spells

Nature Spells
Cleric Level Spells
1 Alarm, Longstrider
3 Animal Messenger, Pass Without Trace
5 Sending, Tongues
7 Aura of Purity, Freedom of Movement
9 Seeming, Teleportation Circle

Safe Travels

At 1st level, you learn the Create Bonfire, Mending, and Mold Earth cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known. If you already know one or more of these cantrips, you learn a cleric cantrip of your choice for each of them you already knew.

Safe Retreat

At 1st level, when an enemy moves within 5 feet of you, you can take a reaction to move half your speed. This movement does not trigger attacks of opportunity.

Bonus Proficiency

Also at 1st level, you gain proficiency in one of Animal Handling, Nature, or Survival.

Channel Divinity: Today's Travels

Starting at 2nd level, you can use your Channel Divinity to predict dangers on the road.

You meditate on a route you intend to travel for 1 minute. You gain a brief vision of the first encounter you will have along this route within the next 10 hours, including the kind of creature (if any) and place. This gives you and allies you describe your vision to advantage on Wisdom (Perception) check to spot this encounter as you approach the place. DM tip: this generally means you briefly describe the first random or placed travel encounter.

Channel Divinity: Find the Path

Starting at 6th level, you can use your Channel Divinity to gain directions.

You can cast Find the Path. This version on the spell can only find locations that are outdoors or in a natural area. It can find the entrance to built-up areas, such as a village. It does not work indoors, tough it can find a location in a natural cave network or in the Underdark.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Channel Divinity: Universal Path

Starting at 17th level, you can use your Channel Divinity to travel to any location.

You can travel to any location in a single day of travel (1-8 hours depending on the situation and the GMs whim), even to other planes, flying islands. or other locations it would be physically impossible for you to get to by normal travel. This must be a geographic location in the outdoors, not a place that moves or a specific part of a building. You never appear to teleport, instead you walk through settings that get more and more similar to the target location as you progress on your path, including the chance of appropriate random encounters. If you deviate from the route, you end up in an intermediary location of the DM's choosing.

Designer's Notes