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Meridian Adventures: The Dragonwick Campaign
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<blockquote data-quote="Rhineglade" data-source="post: 6834534" data-attributes="member: 6801931"><p><strong>TRAVEL DOMAIN</strong></p><p></p><p>The travel domain is less concerned with the final destination and more concerned with the journey. Travel equates to change and change equates to growth. It represents the aspect of humanity that longs for adventure and exploration. Deities of Dragonwick with the Travel Domain bestow gifts upon their clergy that allow for benefits to movement.</p><p></p><p><strong>Travel Domain</strong></p><p><strong></strong></p><p><strong>Cleric Level Domain Spell</strong></p><p>1st <em> jump, longstrider</em></p><p>3rd <em> misty step, pass without trace</em></p><p>5th <em>fly, haste</em></p><p>7th <em>dimension door, hallucinatory terrain</em></p><p>9th <em>passwall, teleportation circle</em></p><p></p><p><strong>Bonus Proficiency</strong></p><p>At 1st level, when you choose the Travel Domain, you gain proficiency in the Athletics skill.</p><p></p><p><strong>Swift of Foot</strong></p><p>Also at 1st level, your base walking speed increases by 5 feet (maximum of 35 feet).</p><p></p><p><strong>Channel Divinity: Wander the Wilds</strong></p><p>Starting at 2nd level, you can use your Channel Divinity to bestow enhanced movement. As an action, you can touch any willing creature within reach. For 1 minute, this creature can ignore movement penalties when moving through or within difficult terrain.</p><p></p><p><strong>Blink of an Eye</strong></p><p>At 6th level, you gain the ability to move about the battlefield in the blink of an eye. You activate this ability as an action while grasping your holy symbol. For 1 minute, you can teleport short distances. At the end of each of your turns, roll a d20. On a result of 11 or higher, you may teleport to any unoccupied space within 10 feet of your location. You must be able to see the location. You can end this ability before the end of the duration as a bonus action.</p><p></p><p><strong>Divine Strike</strong></p><p>At 8th level, your spells become more potent. You can add your Wisdom modifier to the damage rolls from your cleric cantrips.</p><p><strong></strong></p><p><strong>Blessings of the Divine</strong></p><p>At 17th level, you are able to resist magical or mundane attempts to hamper or impede your movement. You have advantage on all saves against spells or effects that would halt or slow your movement.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6834534, member: 6801931"] [B]TRAVEL DOMAIN[/B] The travel domain is less concerned with the final destination and more concerned with the journey. Travel equates to change and change equates to growth. It represents the aspect of humanity that longs for adventure and exploration. Deities of Dragonwick with the Travel Domain bestow gifts upon their clergy that allow for benefits to movement. [B]Travel Domain Cleric Level Domain Spell[/B] 1st [I] jump, longstrider[/I] 3rd [I] misty step, pass without trace[/I] 5th [I]fly, haste[/I] 7th [I]dimension door, hallucinatory terrain[/I] 9th [I]passwall, teleportation circle[/i] [B]Bonus Proficiency[/B] At 1st level, when you choose the Travel Domain, you gain proficiency in the Athletics skill. [B]Swift of Foot[/B] Also at 1st level, your base walking speed increases by 5 feet (maximum of 35 feet). [B]Channel Divinity: Wander the Wilds[/B] Starting at 2nd level, you can use your Channel Divinity to bestow enhanced movement. As an action, you can touch any willing creature within reach. For 1 minute, this creature can ignore movement penalties when moving through or within difficult terrain. [B]Blink of an Eye[/B] At 6th level, you gain the ability to move about the battlefield in the blink of an eye. You activate this ability as an action while grasping your holy symbol. For 1 minute, you can teleport short distances. At the end of each of your turns, roll a d20. On a result of 11 or higher, you may teleport to any unoccupied space within 10 feet of your location. You must be able to see the location. You can end this ability before the end of the duration as a bonus action. [B]Divine Strike[/B] At 8th level, your spells become more potent. You can add your Wisdom modifier to the damage rolls from your cleric cantrips. [B] Blessings of the Divine[/B] At 17th level, you are able to resist magical or mundane attempts to hamper or impede your movement. You have advantage on all saves against spells or effects that would halt or slow your movement. [/QUOTE]
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