Travel Domain (5A)

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This is a 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

Nature Spells
Cleric Level Spells
1 http://dnd5e.wikidot.com/spell:alarm 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 for your choice for each of them you already knew.

Bonus Proficiency

Also at 1st level, you gain proficiency with martial ranged weapons.

Channel Divinity: Open Path

Starting at 2nd level, you can use your Channel Divinity to remove difficult terrain in your path.

As an action, look at your holy symbol and elect a goal that you can reach with one hour of travel. This creates a continuous path that is not difficult ground between you and the target location. This path cannot pass places that require an Athletics or Acrobatics check to pass by. Depending on waterways and steep slopes, this path might be winding and up to 50% longer than the shortest route would be.

Channel Divinity: Today's Travels

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

As a 1 minute ritual, you meditate on a route you intend to travel. You must have a route to follow or have traveled this way before. The prediction can be no more than 10 hours in the future. You gain a brief vision of the first encounter you will have along this route, including likely events and the kind of creature and place. This gives you advantage on Wisdom (Perception) check to spot this encounter as you approach the place.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

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. When you reach 14th level, the extra damage increases to 2d8.

Planar Paths

At 17th level, you can walk through and into other planes. In 2d6 days of travel, you can travel to any place on any plane you know of. 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.

Designer's Notes