Difference between revisions of "Travel Domain (5e Divine Domain)"
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Revision as of 18:48, 31 August 2016
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The Travel Domain is a Divine Domain for the Cleric class.
Contents
Travel Domain
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.
Travel Domain Spells
Cleric Domain Level | Spells |
1st | Purify Food and Drink, Sanctuary |
3rd | Fly, Waterwalk |
5th | Geas, Teleportation Circle |
7th | Etherealness, Plane Shift |
9th | Astral Projection, Gate |
The above are Domain Spells
Bonus Proficiencies
At 1st level, you gain proficiency with Navigator's Tools, Mounts (Land), 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).
In addition, you ignore difficult terrain.
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}).
Channel Divinity: Ward
Starting at 2nd level, you can use your action to 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 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 creatures, Celestials, Fey, Fiends, Elemental creatures, and Ethereal 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 the ward.
- 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 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).
Divine Strike
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 Force damage to the target. At 14th level, the extra damage increased to 2d8.
In addition, creatures from a different plane of existence that are hit with this strike must succeed on a Wisdom 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.
Inexhaustible
At 17th level, you can can spend an action to remove a level of exhaustion from yourself or another creature. You can do this to a number of creatures equal to your proficiency modifier.
In addition, you automatically remove one level of exhaustion from yourself when you complete a short rest
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