Wanderer Domain
Gods that embody the Wanderer domain are often deities of luck, the wilderness, or the open road. Their clerics find it hard to settle down, and often join up with groups of travellers, but they do so for as many reasons as there are roads on (or off) the map; they might be explorers charting new frontiers, guides helping merchants through dangerous terrain, or beset by simple wanderlust. It pleases such deities for their devotees to see as much of the world as possible, and their divine gifts help to ease the journey as much as they can.
Wanderer Domain Spells
Cleric Level Spells- 1st--Sanctuary, Zephyr Strike
- 3rd--Find Steed, Kinetic Jaunt
- 5th--Haste, Leomund’s Tiny Hut
- 7th--Find Greater Steed, Freedom of Movement
- 9th--Control Winds, Far Step
Bonus Proficiencies
At 1st level, you gain proficiency with all vehicles, and one artisan’s tool of your choice from the following list:- carpenter’s tools
- cartographer’s tools
- cobbler’s tools
- cook’s utensils.
Wanderer's Step
At 1st level, your walking speed increases by 5 feet. As an action, you may choose a number of creatures you can see within 10 feet of you (which can include yourself) up to your proficiency bonus. The chosen creatures ignore difficult terrain for 1 hour. Once you grant this benefit, you cannot do so again until you finish a long rest.Channel Divinity: Open the Road
At 2nd level, you can use your Channel Divinity to ease the passage of your allies. As an action, you present your holy symbol and conjure two portals; the first portal appears in an unoccupied 10-foot by 10-foot by 5-foot space you can see within 15 feet of you, and the second appears in a similar space you can see within 60 feet of the first. The portals remain in place for up to 1 hour, until you use this Channel Divinity option again or you lose concentration, as though you were concentrating on a spell. A Large or smaller creature adjacent to one of the portals can expend 5 feet of its movement to travel to an unoccupied space adjacent to the other. Creatures you designate when you create the portals may do so freely; a creature you don’t designate traversing the portals must make a Wisdom saving throw or suffer psychic damage equal to your cleric level, but otherwise passes through normally.Make Camp
At 6th level, your deity blesses you with added protection on the road. When you take a short or long rest, you can conjure a magical campfire which sheds bright light in a 30-foot radius, and dim light for an additional 30 feet, and which lasts until the rest’s end. Any creature that rests in the light of the campfire gains temporary hit points equal to your proficiency bonus plus your Wisdom modifier; these temporary hit points last until depleted, or until the creature’s next short or long rest. Additionally, you may choose one extra benefit when you conjure the campfire, from the list below:- Restorative Fire. Any creature within the campfire’s light which rolls hit dice to regain hit points may regain 1 additional hit point per hit die it spends.
- Shrouded Fire. The campfire’s light is only visible to, and only affects, creatures you designate when you conjure it (you must see a creature to designate it). Creatures benefitting from the fire’s light gain a bonus to Stealth checks equal to your Wisdom modifier while within the light.
- Warded Fire. Choose any number of non-Humanoid creature types. Creatures of the chosen types within the campfire’s light automatically fail stealth checks and cannot benefit from invisibility.

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