Pilgrims are clerics that seek to access the divine by undertaking a journey of great significance. For some, a single destination defines the entirety of their lives, while others visit a variety of holy sites in their time. For others still, the end destination is unimportant or even entirely unknown; it is instead the journey itself which chiey forges their soul. Whatever their path, these holy travelers are always on the road, beckoned ever forward by the calling in their souls.
Table: Pilgrim Spells
Level | Spells |
1st | longstrider, traveler's ward |
3rd | magic map, pass without trace |
5th | phantom steed, tiny hut |
7th | freedom of movement, awaken portal |
9th | commune with nature, teleportation circle |
At 1st level, you know how to contemplate the divine at all times, no matter where you are or what you’re doing. You can perform the Pray journey activity simultaneously with any other journey activity. In addition, you gain the Righteous Path sign of faith.
Also at 1st level, you are prepared to get by in any environment, whether traveling down bustling, urban streets or remote, forgotten roads. You gain proficiency in Culture and Survival (or an expertise die if you are already proficient), and may always use Wisdom when making checks with these abilities. In addition, you learn the friends and shillelagh cantrips.
At 2nd level, you may use an action and expend a use of Channel Divinity to clear a 20-foot square or 10-foot by 40-foot line of difficult terrain within 60 feet of you for 10 minutes.
Whenever you gain a sign of faith, you may instead choose an adventuring trick from the bard class or an exploration knack from the ranger class, substituting your cleric level for any level prerequisites.
Additionally, at 6th level, your journeys yield unexpected fruits. Choose one of the following options:
The heavens smile upon your sacrifices. When you take the Pray journey activity, critical failures count as failures, failures become successes, successes become critical successes, and critical successes also grant a point of favor as per the Religious Devotion downtime activity. (Points of favor gained in this way are immediately lost if you act against the interests or philosophies of the entities you connected with using the Pray journey activity.)
In addition, you can always choose to use Religion when performing the Religious Devotion downtime activity and have advantage on checks to do so.
You have come to understand your literal travels as a reflection of a deeper, spiritual journey that all travel together. Whenever a creature within 30 feet of you gains inspiration from their destiny’s source of inspiration, you gain inspiration as well if you do not already have it. Once you have gained inspiration in this way, you cannot gain it again from the same creature until you have completed a long rest.
Your travels have led you to experience a little bit of everything. You score a critical success on ability checks on a roll of 19–20. If you already have a feature that increases the range of your critical successes, your critical success range increases by 1 (maximum 17–20). Whenever you would roll on an Ability Check Critical Success table, roll twice and choose one result. If both rolls are identical, reroll one of them.
At 8th level, you and allies within 15 feet of you cannot be frightened.
In addition, when you use the Make Straight The Way Channel Divinity option, you also remove any feature or effect causing the area to be obscured.
At 17th level, you may expend one use of your Channel Divinity to cast the hallow spell without material components. When you do so, you may choose up to three effects to apply to the space rather than just one, and the spell only requires 1 hour to cast.