Journey Domain
Subclass of Cleric
Zamanora: Ballad of the Witch p. 69 (Homebrew)
- Level
- 3
Description
Not all those who wander are lost, they say; and such is the case for the pious pilgrims who pledge their faith to the deities of wind and travel. Living a life where every step is a prayer, every newfound experience a testament to divinity itself, these devoted wayfarers constantly seek to discover whatever lies just beyond the edge of the horizon. Clerics of the Journey grace those who venture far from home, daring to tread into the unknown whether by choice, or necessity. Companionship is sacred to them, and they view migrants, caravaneers, explorers, as well as all those who answer the call of the uncharted, as their flock. Carried forward by hallowed winds, beyond borders and conceptual boundaries, their magic keeps their fellowship from harm, until it has arrived at its intended destination.
Traits
Journey Domain Spells Nivel 3
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Journey Domain Spells table, you thereafter always have the listed spells prepared.
Journey Domain Spells:
| Cleric Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Gust of Wind, Long Strider, Pass Without Trace |
| 5 | Fly, Wind Wall |
| 7 | Freedom of Movement, Outward Gale* |
| 9 | Passwall, Tree Stride |
Worldly Traveler Nivel 3
You gain proficiency with the Navigator's Tools and a Vehicle type of your choice. You also gain proficiency in the Animal Handling or Survival skill and one language of your choice. As your travels take you to faraway lands, your knowledge of the world and its people grows. You gain proficiency with an additional language of your choice at 8th and at 14th level that is spoken in places you have visited in the past.
Wanderer's Repose Nivel 3
As a Magic Action, you etch your Holy Symbol upon any solid surface, such as a tree's bark, the face of a rock, or on the ground, and expend a use of your Channel Divinity to provide a place of respite for you and your allies. The area within 20 feet of the etched symbol is protected from the effects of extreme heat and extreme cold for the next 24 hours. In addition, upon finishing a Short or Long rest within the area, a creature gains the following benefits:
Short Rest. The creature gains an amount of Temporary Hit Points equal to your level plus your Wisdom modifier.
Long Rest. The creature gains the Temporary Hit Points granted by taking a Short Rest while in the area, regains all its spent Hit Dice, and reduces its Exhaustion by an additional level.
When you use this feature to imbue a Holy Symbol with magic, you can innately sense the direction to it for the next 24 hours, or until you imbue a new one.
Tailwind Nivel 6
Your spells breathe favorable winds towards your allies. When you cast a spell using a spell slot that targets willing creatures, each affected creature's movement does not provoke Opportunity Attacks and it is unaffected by Difficult Terrain until the end of its next turn.
Vardoval's Passage Nivel 6
Divine boons are conferred to your fellow travelers by your mere presence, carrying them forward over swift winds and hiding them from the gaze of assailants. While you are conscious, you and each friendly creature within 30 feet of you gain the following benefits, based on the time of day:
Dawn until Dusk. Your travel pace is doubled and you do not have Disadvantage on checks imposed when traveling at a Fast pace. Additionally, you add your Wisdom modifier to your Initiative rolls.
Dusk until Dawn. You do not have Disadvantage on Dexterity (Stealth) checks while traveling at Normal travel pace and any attempts to track you have Disadvantage. Additionally, you add your Wisdom modifier to your Dexterity (Stealth) checks.
Legacy of the Wayfarer Nivel 17
Every voyage is wondrous in its own way, precisely because it must eventually end. Once per day, you can cast the Word of Recall spell without expending a spell slot, using the location most recently affected by your Wanderer's Repose feature as the spell's designated sanctuary. Moreover, while a willing creature is under the effects of a spell cast by you, it has the benefits of your Tailwind feature for the spell's duration.