July 25, 2015

Travel Domain

Divine Domain
Comments from the Finger: The travel domain was a favorite of 3.5 clerics for its sheer utility and early access to dimension door.
     But why is this in the Wild West Update, you might ask? Early drafts of the Wild West cleric were wandering priests, with a mix of travel and healing abilities to suit their role. Banking on the good will of the travel domain, however, we figured that a priest of the Old West has, indeed, traveled, and that this focus might define him better.

Travel Domain

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain - including Waukeen, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Cleric Bonus Spells
1st: longstrider, feather fall
3rd: hold person, misty step
5th: fly, haste
7th: dimension door, Mordenkainen’s private sanctum
9th: hold monster, teleportation circle

Fleet of Foot
When you choose this domain at 1st level, your movement speed increases by 5 feet.  This increases to 10 feet at 8th level and 15 feet at 16th level.  You also gain advantage on Constitution saving throws against exhaustion.

Tail Wind
At 1st level, whenever you cast a spell which teleports you, grants additional movement speed, grants a new type of movement, or prevents movement from being impaired, one friendly creature you can see within 30 feet gains the benefits of Fleet of Foot for your level. This effect lasts for a number of rounds equal to your Wisdom modifier.

Channel Divinity: Fork the Road
You can summon a tremendous wind to protect you in times of need. As a reaction when you take damage from a melee attack, you are pushed back 5 feet from the creature that damaged you and the creature must make a Dexterity saving throw. Creatures one or more sizes larger than you have advantage on this save. On a failed save, the creature is pushed back 10 feet and is knocked prone. On a successful save, the creature is pushed back only 5 feet. If this movement would cause the creature to hit a wall or another creature, it takes 1d8 bludgeoning damage.

Road to Misfortune
At 6th level you gain the ability to bestow misfortune upon a target. As a reaction to any creature moving within 60 feet of you, you can cause them to trip over one thing or another. The creature must make a Dexterity saving throw or be knocked prone. After using this ability, you must complete a short rest before using it again.

Freedom of the Road
At 8th level, movement becomes second nature to you, you may concentrate on 1 spell which affects movement in addition to concentrating on other spells normally. At 14th level this increases to 2 spells.

Channel divinity: Trip of a Lifetime
At 17th level, you gain the ability so send targets on a trip they will not soon forget. As an action, you present your holy symbol and cause one creature within 20 feet to make a Wisdom saving throw. On a failed save, the creature is teleported to a random plane (determined by the Planes Table) for 1d4 rounds and receives the given effect before returning. On a successful save, the creature does not travel to the plane, but is still affected by the energy of the plane, taking or healing half damage equal to half the amount rolled on the Planes Table (the Astral Plane has no effect.)




3 comments:

  1. Can't currently access the PDF, btws love your content! Will be running a sci fi campaign in the fall and will be opening up your magitech pack for more player options

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  2. Does the domain ability "Fleet of Foot" transfer over to other forms of movement such as a flying speed?

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