



Wayfarer Domain (Cleric Subclass)
Followers of the Wayfarer domain travel the world for no other reason except to travel. They seek experience, new knowledge, and to find new lands wherever they go. Wayfarer's as they are often called, typically find themselves in a role in which they can explore the world. Maybe they are a merchant with a caravan traveling to the big cities. Maybe they are aboard a ship sailing to unconquered islands. Whatever the role, a Wayfarer will journey far and wide.
Clerics of the Wayfarer domain typically devote themselves to a god their race follows, or a god that has emphasis on exploration or messages. Regardless of their gods identity, they often have little real contact with their god, instead finding small marks of their god in their journeys. These manifest in sounds the leaves make, the way a particular wave forms, a bird flying around their head, or some other normally mundane event.
Wayfarer Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Bonus Proficiencies, Traveler |
| 2nd | Channel Divinity: Mobile |
| 6th | Land Stride |
| 8th | Potent Spellcasting |
| 17th | Limitless |
Domain Spells
You gain domain spells at the cleric levels listed in the Wayfarer Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wayfarer Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | longstrider, weather shield |
| 3rd | find steed, levitate |
| 5th | haste, water walk |
| 7th | find greater steed, freedom of movement |
| 9th | far step, passwall |
Bonus Proficiencies
Beginning at 1st level, you gain proficiency in land and water vehicles, as well as Navigator's tools.
Traveler
At 1st level, you know how to lead your group through areas with ease. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn't slow your groups travel.
- Even when you are engaged in another activity (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- If there is a point of interest, such as a shrine, city, or dungeon, within 1 mile of you, you become aware of it.
- You have a +5 to passive Perception while traveling.
Art: Oleg Kapustin
Channel Divinity: Wayfarer's Blessing
Beginning at 2nd level, you can use your Channel Divinity to accelerate a creatures movement. One creature you choose within 30 feet of you gains extra walking speed equal to five times your Wisdom modifier (minimum 5 feet), and they can take the dash action as a bonus action on their turn. This benefit lasts for 1 minute.
Land Stride
When you reach 6th level, you learn how to move through terrain easier. Your walking speed is increased by 10 feet, and your movement is unaffected by difficult terrain.
Potent Spellcasting
Starting at 8th level, you add your Wisdom to the damage you deal with any cleric cantrip.
Limitless
When you reach 17th level, you can break the binds that hold you. As a reaction to when you are targeted by an effect that would paralyze, petrify, restrain, or stun you, you can end the effect on yourself immediately and become immune to that effect until the end of your next turn. You can only take this reaction while you are conscious and not incapacitated.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
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Weather Shield
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A weathered stick)
- Duration: 8 hours
- Spell Lists: Druid
You form a shield around your person that pulses a deep blue before becoming transparent. For the duration, you are immune to the effects of any minor weather effect such as light rain, snow, wind, or moderate heat.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you become immune to the effects of extreme weather such as extreme cold, extreme heat, strong winds and heavy precipitation.