Difference between revisions of "Travel Domain (5e Divine Domain)"

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|author_name=Rlyehable
 
|author_name=Rlyehable
 
|date_created=2016-08-31
 
|date_created=2016-08-31
|status=1st Draft
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|status=Finished
 
|editing=
 
|editing=
|isnotuser=
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}}
}}[[Summary::Travel Divine Domain
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<onlyinclude>
| ]][[Class::[[SRD5:Cleric|Cleric]]
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{{5e Subclass Traits
| ]]<onlyinclude>
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|name=Travel Domain <!-- name of subclass -->
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|sorttext=
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|refs=<ref name="rly.2016-08-31">[[user:Rlyehable]]. Created: 2016-08-31. Licensed: [[CC-BY-SA]].</ref>
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|class=Cleric <!-- name of parent class -->
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|classNS=s <!-- s=SRD5, p=pointer, u=user -->
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|subclassType=Divine Domain <!-- Martial Archetype, Arcane Tradition, etc. -->
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|summary=Domain of travelers, explorers, and adventurers. <!-- 1 or 2 line summary of subclass -->
  
''The '''Travel Domain''' is a [[SRD5:Divine Domain|Divine Domain]] for the [[SRD5:Cleric|Cleric]] class.''
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|trait1name=Domain Spells <!-- name of trait -->
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|trait1desc=At certain levels you gain access to {{SRD5|Domain Spell}}s. At some levels you have a choice of spells. These choices may be changed whenever you gain a level.<br />
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{{5e Subclass Spells Table
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|name=Travel Domain <!-- name of subclass, like "Oath of Awesomeness", "Blight Circle", "Prescience Domain", or similar -->
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|class=Cleric <!-- name of the class that this subclass belongs to -->
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|spells1={{srd5lc|Purify Food and Drink}}, {{srd5lc|Longstrider}}
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|spells3={{srd5lc|Find Steed}}, {{srd5lc|Pass without Trace}}
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|spells5={{srd5lc|Fly (spell)|fly}}, {{srd5lc|Tiny Hut}}
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|spells7={{srd5lc|Fabricate}}, {{srd5lc|Freedom of Movement}}
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|spells9={{5eplc|Far Step}}, {{srd5lc|Teleportation Circle}}
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}}
  
{{5e Divine Domain
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|trait2name=Bonus Proficiencies
|name=Travel
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|trait2desc=At 1st level, you gain proficiency with {{SRD5|Navigator's Tools}}, {{srd5lc|Mount}}s (land), and {{srd5lc|Vehicle}}s (land and water).
|summary=Domain of travelers, merchants, and pilgrims.
 
|desc=Gods of the '''Travel Domain''' are usually not the primary god in a pantheon, but is often offered sacrifices by those who travel frequently or embark on a long trip (caravan leaders, ship's captains, pilgrims, messengers, soldiers on a march, etc.). Hermes of the Greek or Mecury of the Roman pathos would be an example of a deity that may embody the Travel domain.
 
  
Usually priests and clerics of such deities are either itinerate or pilgrims. Often the worshipers don't settle down long enough to build temples, shrines being more common.
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|trait3name=Blessing of the Traveler
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|trait3desc=Starting when you choose this domain at 1st level, you gain {{srd5lc|Advantage}} on social interaction checks ({{SRD5|Intelligence}}, {{SRD5|Wisdom}}, and {{SRD5|Charisma}}) in regard to obtaining lodging, provisions, directions, or joining a group of travelers (such as a caravan or on a ship).
  
|lvl1=[[SRD5:Purify Food and Drink|Purify Food and Drink]], [[SRD5:Sanctuary|Sanctuary]]
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In addition, you ignore the effects of {{srd5lc|Difficult Terrain}}. You have {{srd5lc|Resistance}} to damage caused by terrain hazards<ref name="dmg hazard" /> and have advantage on any saving throws made to resist or avoid the effects of dangerous terrain.
|lvl3=[[SRD5:Fly|Fly]], [[SRD5:Waterwalk|Waterwalk]]
 
|lvl5=[[SRD5:Geas|Geas]], [[SRD5:Teleportation Circle|Teleportation Circle]]
 
|lvl7=[[SRD5:Etherealness|Etherealness]], [[SRD5:Plane Shift|Plane Shift]]
 
|lvl9=[[SRD5:Astral Projection|Astral Projection]], [[SRD5:Gate|Gate]]
 
}}
 
  
==Bonus Proficiencies==
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Also your {{srd5lc|Travel Pace}} is double normal for you and up to 10 creatures or vehicles within 120 feet of you.
At 1st level, you gain proficiency with [[Navigator's Tools]], [[Mount]]s (Land), [[Vehicle]]s (Land and Water).
 
  
==Blessing of the Traveler==
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|trait4name=Channel Divinity: Ward
Starting when you choose this domain at 1st level, you gain [[advantage]] on social interaction checks (Intelligence, Wisdom, and Charisma) in regard to obtaining lodging, provisions, directions, or joining a group of travelers (such as a caravan).
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|trait4desc=Starting at 2nd level, you can use your {{SRD5|Cleric#Channel Divinity|Channel Divinity}} to ward an area. The [[SRD5:Sphere|spherical]] radius of the ward is equal to 10 feet times your {{SRD5|Wisdom}} modifier (minim of 10 feet). The ward is stationary, centered on you when you create it. If used at the beginning of a {{5e Rest}}, the ward lasts until the end of the rest. Otherwise it lasts a number of {{srd5lc|Round}}s equal to your {{srd5lc|Proficiency Bonus}}.
  
In addition, you ignore [[SRD5:Difficult Terrain|difficult terrain]].  
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The ward has the following effects:
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* It prevents Outsiders (creatures from another {{srd5lc|Plane}}, such as {{srd5lc|Astral Projection|astral}} or {{srd5lc|Etherealness|ethereal}} creatures, {{srd5lc|Celestial}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, and  {{srd5lc|Elemental}} creatures) and {{SRD5|Undead}} from entering the warded area. This does not work against outsiders if you are on their home plane.
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* It will warn the cleric ({{srd5lc|Telepathy|Telepathically}}) if a creature with hostile intent enters (or attempts to enter) the warded area.
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* It prevents vermin and pests (such as flies, mosquitoes, rats, etc.) from entering the area.
  
Also your travel pace is double normal for you and up to 10 creatures or vehicles within 60 feet of you (or a creature/vehicle that is effected by this {i.e. the effect chains}).
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|trait5name=Channel Divinity: Tongues
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|trait5desc=Starting at 6th level, as an action, you can use your Channel Divinity to permanently learn the {{srd5lc|Language}} of a creature that is within 30 feet of you (whether they are speaking it or not). Once you learn a language, you can speak, read, and write it. If the target speaks more than one language, the {{SRD5|GM}} chooses which one you learn (must be one the cleric does not know).
  
==Channel Divinity: Ward==
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You may learn a number of languages this way equal to your {{srd5lc|Proficiency Bonus}}. If you have learned that many languages through this means, you may still use this feature, but must forget one of the languages that you have learned this way to make room for the new language.
Starting at 2nd level, you can use your action to [[SRD5:Channel Divinity|Channel Divinity]] to ward an area. The radius of the ward is equal to 10 feet times your [[Wisdom]] modifier. The ward is stationary and centered on you when you create it. If used at the beginning of a [[SRD5:Rest|rest]], the ward lasts until the end of the rest. Otherwise it lasts a number of rounds equal to your [[SRD5:Proficiency Bonus|proficiency bonus]].
 
  
The ward has the following effects:
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|trait6name=Potent Spellcasting
* It prevents Outsiders (creatures from another plane, such as [[SRD5:Astral|Astral]] creatures, [[SRD5:Celestial|Celestial]]s, [[SRD5:Fey|Fey]], [[SRD5:Fiend|Fiend]]s, [[SRD5:Elemental|Elemental]] creatures, and [[SRD5:Ethereal|Ethereal]] creatures), and [[SRD5:Undead|Undead]] from entering the warded area. This does not work against outsiders if you are on their home [[SRD5:Plane|plane]]
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|trait6desc=At 8th level, You add your Wisdom modifier to the damage you deal with any cleric {{srd5lc|Cantrip}}.
* It will warn the cleric (telepathically) if a creature with hostile intent enters the ward.
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{{Canon:5e Rule Tip/Divine Strike vs. Potent Spellcasting}}
* It prevents vermin and pests (such as flies, mosquitoes, rats, etc.) from entering the area.  
 
  
==Channel Divinity: Tongues==
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|trait7name=Inexhaustible
Starting at 6th level, as an action, you can use your Channel Divinity to permanently learn the [[SRD5:Language|language]] of a creature that is within 30 feet of you (whether they are speaking or not). Once you learn a language, you can speak, read, and write it. If the target speaks more than one language, the [[DM]] chooses which one you learn (must be one the cleric does not know).
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|trait7desc=At 17th level, you can can spend an {{srd5lc|Action}} to remove one level of {{srd5lc|Exhaustion}} from yourself or another creature. You can do this a number of times equal to your proficiency bonus. This ability recharges when you complete a {{srd5lc|Long Rest}}.
  
==Divine Strike==
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In addition, you automatically remove one level of exhaustion from yourself when you complete a {{srd5lc|Short Rest}}.
At 8th level, you gain the ability to infuse your weapon with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the weapon to deal an extra 1d8 [[SRD5:Force|Force]] damage to the target. At 14th level, the extra damage increased to 2d8.
 
  
In addition, creatures from a different [[SRD5:Plane|plane]] of existence that are hit with this strike must succeed on a [[Wisdom]] [[SRD5:Saving Throw|saving throw]] or be banished to their home plane of existence. The banished creature cannot return the the plane they were banished from for a year and a day.
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|desc=Gods of the '''Travel Domain''' are usually not the primary god in a pantheon, but is often offered sacrifices by those who travel frequently or embark on a long trip (caravan leaders, ship's captains, pilgrims, messengers, soldiers on a march, etc.). Hermes of the Greek or Mecury of the Roman pathos would be an example of a deity that may embody the Travel domain.
  
==Inexhaustible==
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Usually priests and clerics of such deities are either itinerant or pilgrims. Often the worshipers don't settle down long enough to build temples, roadside shrines being more common.
At 17th level, you can can spend an action to remove a level of [[SRD5:Exhaustion|exhaustion]] from yourself or another creature. You can do this to a number of creatures equal to your proficiency modifier.  
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}}
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</onlyinclude>
  
In addition, you automatically remove one level of exhaustion from yourself when you complete a [[SRD5:Short Rest|short rest]]
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==Travel Deities==
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{{5e Domain Deity|Travel}}
  
</onlyinclude>
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==Sources and Notes==
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<references>
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<ref name="dmg hazard">see {{pub|Dungeon Master's Guide (5e)}} Hazards p.105, 109-112</ref>
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</references>
  
----
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{{5e Footer|Cleric}}
{{5e Subclasses Breadcrumb}}
 
  
 
[[Category:5e]]
 
[[Category:5e]]

Latest revision as of 02:58, 1 June 2023

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Author: Rlyehable (talk)
Date Created: 2016-08-31
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Travel Domain [1] is a divine domain of the Cleric class.

Gods of the Travel Domain are usually not the primary god in a pantheon, but is often offered sacrifices by those who travel frequently or embark on a long trip (caravan leaders, ship's captains, pilgrims, messengers, soldiers on a march, etc.). Hermes of the Greek or Mecury of the Roman pathos would be an example of a deity that may embody the Travel domain.

Usually priests and clerics of such deities are either itinerant or pilgrims. Often the worshipers don't settle down long enough to build temples, roadside shrines being more common.  

Domain Spells

At certain levels you gain access to Domain Spells. At some levels you have a choice of spells. These choices may be changed whenever you gain a level.
Travel Domain Spells

Cleric Level Spells  
1st purify food and drink, longstrider 
3rd find steed, pass without trace 
5th fly, tiny hut 
7th fabricate, freedom of movement 
9th far step, teleportation circle
 

Bonus Proficiencies

At 1st level, you gain proficiency with Navigator's Tools, mounts (land), and vehicles (land and water). 

Blessing of the Traveler

Starting when you choose this domain at 1st level, you gain advantage on social interaction checks (Intelligence, Wisdom, and Charisma) in regard to obtaining lodging, provisions, directions, or joining a group of travelers (such as a caravan or on a ship).

In addition, you ignore the effects of difficult terrain. You have resistance to damage caused by terrain hazards[2] and have advantage on any saving throws made to resist or avoid the effects of dangerous terrain.

Also your travel pace is double normal for you and up to 10 creatures or vehicles within 120 feet of you. 

Channel Divinity: Ward

Starting at 2nd level, you can use your Channel Divinity to ward an area. The spherical radius of the ward is equal to 10 feet times your Wisdom modifier (minim of 10 feet). The ward is stationary, centered on you when you create it. If used at the beginning of a short or long rest, the ward lasts until the end of the rest. Otherwise it lasts a number of rounds equal to your proficiency bonus.

The ward has the following effects:

  • It prevents Outsiders (creatures from another plane, such as astral or ethereal creatures, celestials, fey, fiends, and elemental creatures) and Undead from entering the warded area. This does not work against outsiders if you are on their home plane.
  • It will warn the cleric (telepathically) if a creature with hostile intent enters (or attempts to enter) the warded area.
  • It prevents vermin and pests (such as flies, mosquitoes, rats, etc.) from entering the area. 

Channel Divinity: Tongues

Starting at 6th level, as an action, you can use your Channel Divinity to permanently learn the language of a creature that is within 30 feet of you (whether they are speaking it or not). Once you learn a language, you can speak, read, and write it. If the target speaks more than one language, the GM chooses which one you learn (must be one the cleric does not know).

You may learn a number of languages this way equal to your proficiency bonus. If you have learned that many languages through this means, you may still use this feature, but must forget one of the languages that you have learned this way to make room for the new language. 

Potent Spellcasting

At 8th level, You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Rule Tip: Divine Strike vs. Potent Spellcasting [3]
The Divine Domains in the Player's Handbook (5e) each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting.

 

Inexhaustible

At 17th level, you can can spend an action to remove one level of exhaustion from yourself or another creature. You can do this a number of times equal to your proficiency bonus. This ability recharges when you complete a long rest.

In addition, you automatically remove one level of exhaustion from yourself when you complete a short rest.



Travel Deities[edit]

Travel Deities
(1 official and unofficial deities)

DeityDeific
Type
PortfolioAlignmentSuggested
Domains
PlaneSymbolPantheonSource
The WandererTravel, Commerce, HospitalityNeutral GoodTravelA use-worn sandal.UniversalRlyehable


Sources and Notes[edit]

  1. user:Rlyehable. Created: 2016-08-31. Licensed: CC-BY-SA.
  2. see Dungeon Master's Guide (5e) Hazards p.105, 109-112
  3. Ben Petrisor, Dan Dillon, Jeremy Crawford, F. Wesley Schneider (6 February 2020). UA 2020 Subclasses Part 2. (5e 2014) Wizards of the Coast.

Back to Main Page5x5eClassCleric

Rlyehable's Homebrew (235 Articles)
Rlyehablev
AuthorRlyehable +
Canontrue +
ClassCleric +
FeaturesDomain Spells +, Bonus Proficiencies +, Blessing of the Traveler +, Channel Divinity: Ward +, Channel Divinity: Tongues +, Potent Spellcasting + and Inexhaustible +
Identifier5e Divine Domain +
RatingUndiscussed +
Subclasstrue +
SummaryDomain of travelers, explorers, and adventurers. +
TitleTravel Domain +