Incapable of staying in one place for too long, Open-Road Adherents generally devote themselves to deities related to travel, freedom, nature, or even commerce. While their faiths may vary, they all share a deep desire to constantly move and to break all types of chains.
TABLE: OPEN-ROAD ADHERENT SPELLS
CLERIC LEVEL | SPELLS |
---|---|
1 | jump, longstrider |
3 | misty step, rope trick |
5 | fly, water walk |
7 | dimension door, freedom of movement |
9 | tree stride, escape |
Starting at 1st level when you choose this archetype, your Speed increases by 10 feet as long as you are not wearing heavy armor. Its effects stack with features like the Adept Speed practiced technique. Additionally, you can use an action to touch an ally within reach, imbuing them with divine vigor and increasing their Speed by 10 feet for a number of rounds equal to your proficiency bonus. Once you have used this feature a number of times equal to your Wisdom modifier, you can’t do so again until you finish a long rest.
Also at 1st level, you gain proficiency in Survival, as well as the wayfinding skill speciality. If you are already proficient in Survival, you instead gain an additional Survival skill speciality.
Beginning at 2nd level, you can use your Channel Divinity to hasten yourself and those around you. You and any allies within 30 feet of you can take the Dash action as a bonus action for a number of rounds equal to your Wisdom modifier.
Alternatively, you can increase your party’s travel speed. When used in this way, your party can cover distance as though moving at one travel pace higher without suffering that pace’s penalty. You still suffer any lower-level penalties as normal.
At 6th level, you are able to masterfully reposition your allies in the battlefield. As an action, you command the winds to empower your allies’ movement. You and any allies within 60 feet that can see or hear you can spend their reaction to immediately move up to their Speed without provoking opportunity attacks. This feature does not apply to allies that are restrained, grappled, or otherwise unable to use movement. Additionally, any allies that are restrained or grappled when you use this feature can spend their reaction to make a saving throw to attempt to end the condition, adding your Wisdom modifier to their roll.
Once you have used this feature you can’t do so again until you finish a long rest.
At 8th level, you learn one Exploration Knack from the ranger class or one Secret of Nature from the druid class for which you meet the prerequisites. Additionally, you gain an expertise die on checks to overcome exploration challenges of the terrain or weather type and on saving throws against spells of the weather school.
At 17th level, you can spend a use of your channel divinity to cast either etherealness or wind walk without using a spell slot. You are not otherwise able to cast these spells unless you gain access to them in some other way. Casting a spell in this way uses your highest level slot for the purposes of any effects.