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CLERIC |
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Cleric |
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Cleric: Divine Domain: Travel |
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Gods associated with the travel domain focus on aspects of safe
journeys and the timely progression of events. The gods of protect
travellers, represent getting from one place to another without harm, and
guide rangers and scouts in their endeavours. |
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Travel Domain Features |
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Domain Spells Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the travel domain spells prepared,
and they do not count against the number of spells you can prepare each day. If you have a
domain spell that doesn’t appear on the divine spell list, the spell is
nonetheless a cleric spell for you. |
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Guided Travels Guided Steps Also
beginning at 3rd level, you can use a bonus action to give a creature within
30 feet of you 40 feet fly speed until the beginning of your next turn. The
creature also does not provoke opportunity attacks when it uses this
movement. You
can use this ability once between short or long rests. Channel Divinity: Quickest Route God’s Speed Starting
at 10th level, you can double your speed as a bonus action until the end of
your turn. When you use this ability, you also gain an additional action on
your turn. This action can be used only to take the Attack action (one weapon
attack only), Dash, Disengage, Hide, or Use an Object action. You
can use this ability once and you regain the ability to use it whenever you
use your ‘channel divinity’ or when you finish a long rest. Divine Traveller At
14th level, you learn the teleport spell, and it counts as a
cleric spell for you. In
addition, you can use a bonus action on each of your turns to teleport
yourself or an ally within 15 feet of you up to 15 feet to a point you can
see. |
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