|
Wanderlust Domain Spells |
Cleric Level |
Spells |
1st |
expeditious retreat, jump |
3rd |
knock, spider climb |
5th |
counterspell, haste |
7th |
dimension door, freedom of movement |
9th |
far step, passwall |
Bonus Proficiencies
When you choose this domain at 1st level, choose two of
the following: Athletics, Acrobatics, Stealth and Thieves’
Tools. You gain proficiency in your chosen skill or tool.
Channel Divinity: Traversal
Starting at 2nd level, you can use your Channel Divinity
to tap into a divine well of speed. For 1 minute, you gain
the following benefits:
- You can take the Dash action as a bonus action.
- You have a climbing speed no less than a number of feet equal to 5 × your Wisdom modifier.
- You add your Wisdom modifier to Strength (Athletics), Dexterity (Acrobatics, Stealth) and Thieves’ Tools checks you make.
Channel Divinity: Spellsteal
At 6th level, when you cast the counterspell spell against
a spell of 5th level or lower, you can choose to empower
your counterspell, expending a use of your Channel
Divinity and gaining a bonus to the required spellcasting
ability check equal to half your cleric level. If you
succeed, you steal the spell and for the duration, you
possess it. While you possess this stolen spell:
- If the stolen spell was prepared by the target, it loses the spell from their prepared spell list, and it must prepare it again in order to cast it.
- Your stolen spells are cleric spells for you, you always have them prepared, and they don’t count against the number of spells you can prepare each day.
- You cease to recover the use of the Channel Divinity you used to acquire your stolen spell when you complete a short or long rest. When you complete a short or long rest, you can choose to dismiss the stolen spell and recover your Channel Divinity ability instead.
- You can cast a stolen spell a number of times equal to your cleric level before losing it. When you gain a level in this class, you can add your Wisdom modifier to the number of times you can cast any stolen spells in your possession before losing them.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 force damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Transcendence
At 17th level, you are a master of motion, magic, space
and time. You gain the following benefits:
- You can use your Channel Divinity: Spellsteal to steal spells of up to 8th level.
- You learn the gate and astral projection spells. You always have them prepared, and they cleric spells for you.
- You can cast the freedom of movement spell using your bonus action, even if you already cast a spell on your turn.
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