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Journey

Journey

Journey Domain.


The gods of the Journey domain aid travellers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-travelled roads, but also feature in temples near ports in seaside cities.


Level 1 Features:


Journey Domain Spells.


Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.


Cleric LevelJourney Domain Spells
1stExpeditious Retreat, Longstrider
3rdFind Steed, Misty Step
5thHaste, Create Tiny Hut
7thDimension Door, Freedom of Movement
9thPasswall, Teleportation Circle

Bonus Proficiencies.


When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.


Imbue Mobility.


Starting at 1st level, when you restore hit points to a creature with a spell of 1st level or higher, the target can use its reaction to move up to half its speed without provoking opportunity attacks.


Level 2 Feature:


Channel Divinity: Zealous Charge


Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.
You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature's speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.


Level 6 Feature:


Long Road Ahead.


Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Intelligence, Wisdom or Charisma modifier (minimum of 1 hit point) when you finish a short or long rest. While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.


Level 8 Feature:


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.


Level 17 Feature:


Unchained and Unfettered.


Beginning at 17th level, you are always under the effects of the Freedom of Movement spell, and your movement doesn't provoke opportunity attacks.





 

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