Vogie
2019-04-26, 03:26 PM
Wandering Domain
With texts describing a traveling caretaker from beyond the stars, Wandering clerics are agents of serendipity who fight to maintain a balance where life can endure the indifference of chaos. Many Runeterrans ponder their extraordinary nature, yet they all agree that the vagabonds are drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit chimes, it is impossible to mistake their actions as malevolent, as they always serves the greater good... in their own odd way
Wandering Domain Spells
Cleric Level
Spells
1st
Color Spray, Cure Wounds
3rd
Spiritual Weapon, Expeditious Retreat
5th
Create Food/Water, Glyph Of Warding
7th
Grasping Vine, Freedom of Movement
9th
Passwall, Wrath of Nature
Ancient Chimes
When you choose this domain at 1st level, you gain the Toll the Dead cantrip if you don't already know it. For you, it deals radiant damage instead of necrotic damage.
Caretaker's Shrine
Also at 1st level, when you cast a spell of 1st level or higher that restores hit points to a creature, you can use choose to target an unoccupied 5-foot cube you can see within 60 feet of you instead. You cause a tiny glowing shrine to shimmer into existence on the ground holding that healing energy. Whenever you or an allied creature moves into the shrine's space for the first time this turn or starts its turn there, the shrine vanishes and restores the hit points to that creature, and their speed increases by 10 ft this turn. Shines last for 1 minute, and you can't have more than 3 shrines active at one time. If a shrine lasts for 2 rounds, you add your proficiency bonus to the amount of hit points restored.
Channel Divinity: Cosmic Binding
Starting at 2nd level, as an action, you can toss a bola made of energy in a line that is 1 foot wide and 30 feet long which passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature is restrained until the beginning of your next turn and takes radiant damage equal to 2d8 plus your cleric level. On a successful save, a creature takes half damage and suffers no other conditions.
Channel Divinity: Enter the Unknown
Beginning at 6th level, you can present your holy symbol to make a passage appear on a surface (such as a wall ceiling or a floor) that is up to 5 feet wide, 8 feet tall, and 20 feet deep, which lasts for a single round. The passage creates no instability in a structure surrounding it, can only be used to enter the new area, and any creatures or objects still in the passage created by the spell when the effect ends are safely ejected to an unoccupied space nearest to the surface on which you use this feature.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tempered Fate
Starting at 17th level, you can throw a mote of cosmic energy to a point you choose within 120 feet, which creates a 20 ft radius sphere for 1 round. The energy spreads around corners. Each creature within the area but within 5 ft of the edge of that sphere must make a Dexterity saving throw. On a failed save, a creature is restrained and completely immune to damage and conditions until the beginning of your next turn (creatures can choose to fail their save, and creatures within 5ft of the mote automatically fail). On a successful save, a creatures suffers no conditions.
Please tell me what you think!
With texts describing a traveling caretaker from beyond the stars, Wandering clerics are agents of serendipity who fight to maintain a balance where life can endure the indifference of chaos. Many Runeterrans ponder their extraordinary nature, yet they all agree that the vagabonds are drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit chimes, it is impossible to mistake their actions as malevolent, as they always serves the greater good... in their own odd way
Wandering Domain Spells
Cleric Level
Spells
1st
Color Spray, Cure Wounds
3rd
Spiritual Weapon, Expeditious Retreat
5th
Create Food/Water, Glyph Of Warding
7th
Grasping Vine, Freedom of Movement
9th
Passwall, Wrath of Nature
Ancient Chimes
When you choose this domain at 1st level, you gain the Toll the Dead cantrip if you don't already know it. For you, it deals radiant damage instead of necrotic damage.
Caretaker's Shrine
Also at 1st level, when you cast a spell of 1st level or higher that restores hit points to a creature, you can use choose to target an unoccupied 5-foot cube you can see within 60 feet of you instead. You cause a tiny glowing shrine to shimmer into existence on the ground holding that healing energy. Whenever you or an allied creature moves into the shrine's space for the first time this turn or starts its turn there, the shrine vanishes and restores the hit points to that creature, and their speed increases by 10 ft this turn. Shines last for 1 minute, and you can't have more than 3 shrines active at one time. If a shrine lasts for 2 rounds, you add your proficiency bonus to the amount of hit points restored.
Channel Divinity: Cosmic Binding
Starting at 2nd level, as an action, you can toss a bola made of energy in a line that is 1 foot wide and 30 feet long which passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature is restrained until the beginning of your next turn and takes radiant damage equal to 2d8 plus your cleric level. On a successful save, a creature takes half damage and suffers no other conditions.
Channel Divinity: Enter the Unknown
Beginning at 6th level, you can present your holy symbol to make a passage appear on a surface (such as a wall ceiling or a floor) that is up to 5 feet wide, 8 feet tall, and 20 feet deep, which lasts for a single round. The passage creates no instability in a structure surrounding it, can only be used to enter the new area, and any creatures or objects still in the passage created by the spell when the effect ends are safely ejected to an unoccupied space nearest to the surface on which you use this feature.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tempered Fate
Starting at 17th level, you can throw a mote of cosmic energy to a point you choose within 120 feet, which creates a 20 ft radius sphere for 1 round. The energy spreads around corners. Each creature within the area but within 5 ft of the edge of that sphere must make a Dexterity saving throw. On a failed save, a creature is restrained and completely immune to damage and conditions until the beginning of your next turn (creatures can choose to fail their save, and creatures within 5ft of the mote automatically fail). On a successful save, a creatures suffers no conditions.
Please tell me what you think!