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## Divine Domain At 1st level, a cleric gains the Divine Domain feature. The following is an additional option available to clerics, in addition to those offered in the *Player's Handbook* and other books: the Journey Domain ### Journey Domain Atop a camel, a lone traveler in full-faced tan clothes surveys the land before her. Dunes of sand stretch out as far as the eye can see. The gods of the travelers---including Hermes, Chimata-no-kami, Ganesha---aid travelers in their journeys and protect them away from home. These deities are often worshiped at humble shrines along well-traveled roads, but also feature in temples near ports in seaside cities. ##### Journey Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | *expeditious retreat*, *longstrider* | | 3rd | *find steed*, *misty step* | | 5th | *haste*, *Leomund's tiny hut* | | 7th | *dimension door*, *find greater steed* | | 9th | *far step*, *teleportation circle* | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with navigator's tools, land vehicles, and sea vehicles.
##### Art from [Fire Emblem Awakening](https://fireemblemwiki.org/wiki/Griffon_) Copyright held by [Nintendo](https://www.nintendo.com)
\columnbreak #### Pathfinder Additionally at 1st level, you learn to identify factors that may affect your travels. You can perform a 10 minute ritual to survey the land to gain the following benefits in an area of a 10 mile radius centered around the place you performed the ritual: - Nonmagical difficult terrain within the area doesn't slow your group's travel. - Your group can't become lost within the area, except by magical means. - You learn of any nonmagical weather in the area. #### Channel Divinity: Bless Vehicle Starting at 2nd level, you can use your Channel Divinity to bless a vehicle. You conduct an hour-long ritual while touching one nonmagical vehicle. For 24 hours or until you die or end the effect (no action required), the vehicle becomes magical and gains the following benefits: - If the vehicle has an enclosed interior, its interior dimensions double. From the outside, the vehicle looks unchanged, but the internal volume increases eightfold. When this effect ends, any items too big to fit within the vehicle are shunted to an unoccupied space outside. - The vehicle's speed is increased by 10 feet. If the vehicle is pulled by one or more creatures, the increase in speed is instead conferred upon the creatures pulling the vehicle. - The vehicle can add your Wisdom modifier to its armor class. - Your healing spells can affect the vehicle. #### Safe Journey Starting at 6th level, when you restore hit points to a creature or vehicle with a spell of 1st level or higher, the target's movement speed increases by 10 feet until the end of its next turn, and it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Trailblazer At 17th level, you gain the ability to set up waypoints on your journey. You can perform a 1 hour ritual to set up a waypoint. This waypoint lasts for 10 days, and cannot be within 10 miles of another one of your waypoints or a major town or city. Your waypoint has the following properties: - When you take a short rest within 20 feet of your waypoint, the waypoint comes under the effects of the *alarm* spell, and all creatures that rested at the waypoint come under the effects of the *aid* and *longstrider* spells, cast at lowest level. - You can treat the waypoint as a *teleportation circle* that you know the sigil sequence for. - All creatures within 10 mile radius learn the location of this waypoint, as it projects a faint beam of light skyward.