Cleric: Horse Domain

by kingstarman

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Horse Domain

Since ancient times man has seeked to travel, wage war and tame the nature that surrounds them. No creature has been more instrumental to these goals than the horse and as such the gods that preside over the horses have carried favor with the most prosperous civilizations and warriors. Clerics of these gods seek to spread the knowledge of horsemanship and to travel the unseen lands.

Domain Spells

Horse Domain Spells
Cleric level Spells
1st animal friendship, longstrider
3rd beast sense, find steed
5th haste, water walk
7th find greater steed, freedom of movement
9th awaken, tree stride

At the helm

When you choose this domain at 1st level you gain proficiency with land vehicles, martial weapons, and the Animal Handling skill.

Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Trailblazer

Also at 1st level, you can bless your allies with the speed of the horse, which lasts for 1 minute, or until you choose to end it (no action required). As an action, choose up to five creatures within 30 feet of you. A target's speed increases by 10 feet and they have advantage on saving throws to avoid being restrained for the duration. If a target is riding a mount or vehicle, its speed also increases by 10 feet for the duration.

You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and regain all uses of this feature after finishing a long rest.

Channel Divinity: Heavens Mount

At 2nd level as an action, you can call upon your god to lend a mount to serve you.

Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Its hit point maximum equals its normal maximum or five times your cleric level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast to move (no action required). You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

The mount remains for 24 hours before returning to your god and if killed the mount disappears.

Here Comes the Cavalry

At 6th level, when you successfully hit a creature with a weapon attack you can use your reaction to allow a creature within 10ft under the effects of your Trailblazer feature to move up to 20ft. This movement does not provoke attacks of opportunity.

Additionally, the challenge rating of the beast summoned from your Heavens Mount feature increases to 1/2 and can have a swimming speed.

Superior Strike

At 8th level, you have learned to use the momentum of your weapon to strike as hard as possible. Once on each of your turns when you hit a creature with a weapon attack, you can roll one of the weapon’s damage dice one additional time.

Additionally, the challenge rating of the beast summoned from your Heavens Mount feature increases to 1 and can have a flying speed.

One with the Saddle

At 17th level, your movement while you are mounted no longer provokes attacks of opportunity and other creatures provoke an opportunity attack from you when they enter the reach you have with your weapon.

 

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