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Passage Domain. Balanced Subclass or not?
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<blockquote data-quote="rgoodbb" data-source="post: 8593949" data-attributes="member: 6801229"><p>Kobold Stew & Benjamin Olson. Thankyou so much.</p><p></p><p>With your advice I have:</p><ol> <li data-xf-list-type="ol">Removed the free cantrip</li> <li data-xf-list-type="ol">Swapped Vortex for knock</li> <li data-xf-list-type="ol">Made Guide the Way 1st level and times proficiency per long rest</li> <li data-xf-list-type="ol">Merged Safe Passage and Clear Pathways but without the speed enhancement and moved to 6th. </li> </ol><p>-----------------------------------------</p><p></p><p><strong>Lvl Spells </strong></p><p>1st <em>expeditious retreat, feather fall</em></p><p>3rd <em>knock,</em> <em>misty step</em></p><p>5th <em>blink, gaseous form</em></p><p>7th <em>dimension door, freedom of movement</em></p><p>9th <em>passwall,</em> <em>teleportation circle</em></p><p></p><p><u>GUIDE THE WAY</u></p><p>At 1st 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.</p><p> You can use this feature a number of times equal to your proficiency modifier. You regain all uses after finishing a long rest.</p><p></p><p><u>CD: SWIFT DISPERSAL</u></p><p>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.</p><p> The temporary hit points increase to 8 at 5th level, 11 at 10th level, and 14 at 15th level.</p><p></p><p><u>SAFE PASSAGE</u></p><p>Starting at 6th level, difficult terrain doesn’t cost you extra movement.</p><p> Also, when you make a Survival check, you can treat a d20 roll of 9 or lower as a 10.</p><p></p><p><u>BLESSED STRIKES</u></p><p>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.</p><p> When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p><u>MISTY WANDERER</u></p><p>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.</p><p> 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.</p></blockquote><p></p>
[QUOTE="rgoodbb, post: 8593949, member: 6801229"] Kobold Stew & Benjamin Olson. Thankyou so much. With your advice I have: [LIST=1] [*]Removed the free cantrip [*]Swapped Vortex for knock [*]Made Guide the Way 1st level and times proficiency per long rest [*]Merged Safe Passage and Clear Pathways but without the speed enhancement and moved to 6th. [/LIST] ----------------------------------------- [B]Lvl Spells [/B] 1st [I]expeditious retreat, feather fall[/I] 3rd [I]knock,[/I] [I]misty step[/I] 5th [I]blink, gaseous form[/I] 7th [I]dimension door, freedom of movement[/I] 9th [I]passwall,[/I] [I]teleportation circle[/I] [U]GUIDE THE WAY[/U] At 1st 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. You can use this feature a number of times equal to your proficiency modifier. You regain all uses after finishing a long rest. [U]CD: SWIFT DISPERSAL[/U] 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. [U]SAFE PASSAGE[/U] Starting at 6th level, difficult terrain doesn’t cost you extra movement. Also, when you make a Survival check, you can treat a d20 roll of 9 or lower as a 10. [U]BLESSED STRIKES[/U] 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. [U]MISTY WANDERER[/U] 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. [/QUOTE]
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