rgoodbb
Adventurer
I wonder if someone could check (as best they can) to make sure this subclass is not overpowered. Many thanks in advance.
CD is basically one of Glam Bard's 3rd features.
6th is basically Graviturgy 6th feature
17th is basically fey wanderer's 14th feature
Spells are based on moving self, allies and enemies.
PASSAGE DOMAIN (CLERIC SUBCLASS)
Clerics of the passage domain are filled with wanderlust. Nomads, Traders, Sailors and any who travel long distances pray for safe passage. Some gods of passage include: Akadi, Goddess of Air, Marthammor Duin, God of Wanderers, Valkur, god of sailors and Waukeen, goddess of trade.
Passage Domain Spells
Lvl Spells + cantrip: sapping sting*
1st expeditious retreat, feather fall
3rd misty step, vortex warp*
5th blink, gaseous form
7th dimension door, freedom of movement
9th passwall, teleportation circle
SAFE PASSAGE.
Starting at 1st level, your speed increases by 10 feet and difficult terrain doesn’t cost you extra movement.
CLEAR PATHWAYS.
Also, when you make a Survival check, you can treat a d20 roll of 9 or lower as a 10.
CD: SWIFT DISPERSAL.
As a bonus action, you present your holy symbol and choose a number of creatures you can see within 60 feet of you, up to a number equal to your Wisdom modifier. Each of them gains 5 temporary hit points. When a creature does so, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The temporary hit points increase to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
GUIDE THE WAY.
At 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
BLESSED STRIKES.
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
When you reach 14th level, the extra damage increases to 2d8.
MISTY WANDERER.
When you reach 17th level, you can slip in and out of the prime material plane to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Thanks again.
CD is basically one of Glam Bard's 3rd features.
6th is basically Graviturgy 6th feature
17th is basically fey wanderer's 14th feature
Spells are based on moving self, allies and enemies.
PASSAGE DOMAIN (CLERIC SUBCLASS)
Clerics of the passage domain are filled with wanderlust. Nomads, Traders, Sailors and any who travel long distances pray for safe passage. Some gods of passage include: Akadi, Goddess of Air, Marthammor Duin, God of Wanderers, Valkur, god of sailors and Waukeen, goddess of trade.
Passage Domain Spells
Lvl Spells + cantrip: sapping sting*
1st expeditious retreat, feather fall
3rd misty step, vortex warp*
5th blink, gaseous form
7th dimension door, freedom of movement
9th passwall, teleportation circle
SAFE PASSAGE.
Starting at 1st level, your speed increases by 10 feet and difficult terrain doesn’t cost you extra movement.
CLEAR PATHWAYS.
Also, when you make a Survival check, you can treat a d20 roll of 9 or lower as a 10.
CD: SWIFT DISPERSAL.
As a bonus action, you present your holy symbol and choose a number of creatures you can see within 60 feet of you, up to a number equal to your Wisdom modifier. Each of them gains 5 temporary hit points. When a creature does so, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The temporary hit points increase to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
GUIDE THE WAY.
At 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
BLESSED STRIKES.
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
When you reach 14th level, the extra damage increases to 2d8.
MISTY WANDERER.
When you reach 17th level, you can slip in and out of the prime material plane to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Thanks again.