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Wanderlust Domain

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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