Cleric - Wanderlust Domain

by somanyrobots

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Cleric Domain

Wanderlust Domain

Some priests tend to a local flock, while others bring their god's blessings to visiting worshippers. Clerics of the Wanderlust Domain do neither. For whatever reason, their deity commands them to journey, spreading the holy word far and wide until their boots split and their feet ache. Wanderlust clerics often serve deities of travel or journeys, but not always; sometimes their mandate is to spread the benedictions of a more stationary faith.

Wanderlust clerics are rare principally because their life is hard — always on the road, without a home to return to. In remote communities, they may be beloved, arriving just once or twice a year to provide needed divine support. In cities, Wanderlust clerics can be unwelcome, treated as unwanted competition by established priesthoods. Most Wanderlust clerics are good-aligned, driven to their practice by a sense of sacrifice and duty. But sometimes the Wanderlust domain can harbor evildoers, taking advantage of their life on the road to evade the consequences of their actions.

Wanderlust Domain Features

Cleric Level Feature
1st Domain Spells, Sanctity of the Road, Press Onward
2nd Channel Divinity: Crushing Fatigue
6th Travel Companion, Itinerant Healer
8th Potent Spellcasting
17th Holy Wanderer

Wanderlust Domain Spells

You gain domain spells at the cleric levels listed in the Wanderlust Domain Spells table.

Cleric Level Spells
1st longstrider, unburdenK
3rd lesser restoration, pass without trace
5th haste, power word napSDS
7th freedom of movement, quicksilver stepsK
9th passwall, teleportation circle

Spells marked with SDS were created as part of the Spells That Don't Suck project. Spells marked with K were created by KibblesTasty and used with permission.

Sanctity of the Road

At 1st level, your long travels have made you accustomed to life on the road. You gain proficiency with Cartographer's Tools, and your movement speed increases by 5 feet. In addition, you gain advantage on Constitution saving throws made to endure a forced march.

Press Onward

Additionally at 1st level, anytime you cast a spell of 1st level or higher or use your Channel Divinity, you can move up to 5 feet without provoking attacks of opportunity.

Channel Divinity: Crushing Fatigue

Starting at 2nd level, you can use your Channel Divinity to force other creatures to feel your own weariness. As an action, you can give yourself 1 level of exhaustion. All creatures of your choice within 30 feet must make a Constitution saving throw or receive 2 levels of exhaustion. No target can exceed 3 levels of exhaustion this way.

Travel Companion

Starting at 6th level, you can extend your road-worn blessings to your comrades. The movement from your Press Onward feature increases to 15 feet, and you can grant that movement to any creature of your choice within 60 feet.

In addition, while you are concentrating on a spell, you gain advantage on saving throws to avoid being grappled or restrained.

Itinerant Healer

Also at 6th level, you gain the ability to heal fatigue with a touch. As an action, you can touch a creature and reduce its exhaustion level by 1. Once you heal exhaustion in this way, you can't do so again until after a short or long rest.

Potent Spellcasting

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

Holy Wanderer

At 17th level, you gain a legendary ability to withstand harsh travel. You gain the following benefits:

  • Your movement speed increases by an additional 10 feet.
  • You can ignore the effects of the first three levels of exhaustion.
  • If you move at least 30 feet on your turn, the next attack against you is made at disadvantage.

Wanderlust Domain quirks

The following are some optional quirks for a player of this Domain to choose from.

d6 Quirk
1 Your feet are tough and leathery, and you rarely bother with shoes.
2 You are perpetually coated in a layer of road dust.
3 You feel it would be disrespectful to don clothes without visible wear and tear.
4 Your footprints briefly glimmer with holy light.
5 You have sworn off using pack animals - they can't keep up.
6 Whenever you do stop in a city, you immediately seek out the biggest breakfast you can possibly find.

Appendix 1: Spells

Power Word Nap

3rd-level enchantment


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Special

You command up to three willing prone creatures of your choice that you can see within range to sleep. The spell ends for a target if it wakes up, such as through damage or being shaken awake as an action. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. The spell's duration is one-fifth the time normally required for a short rest (for example, 12 minutes for a one-hour rest).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Quicksilver Steps

4th-level transmutation


  • Classes: Bard, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration of the spell your movement does not provoke attacks of opportunity, and you can move up to 10 feet each time another creature you can see or hear ends their turn (no action required), up to 4 times, regaining all uses at the start of your turn. The first attack against you after each time you move have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used.

Unburden

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) checks from wearing medium or heavy armor, and is no longer encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

Change Log

v0.2

  • Swapped Divine Strike for Potent Spellcasting

v0.1

  • Rough Draft
Credits & References:

Spells

  • Power Word Nap by somanyrobots and Omega Ankh
  • Quicksilver Steps and Unburden by KibblesTasty

Art

  • Far Traveler, by Alix Branwyn

Background Image Stains


Fan Content Policy
  • This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.