### Adventure Domain (v1.0)
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#### Adventure Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.



| Cleric Level | Spells |
|:----:|:-------------|
| 1st  | Longstrider, Jump |
| 3th  | Misty Step, Locate Object |
| 5th | Haste, Leomund’s Tiny Hut |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Teleportation Circle, Legend Lore |



#### Pilgrim of the Roads
When you choose this domain at 1st level, you gain the guidance cantrip if you don’t already know it. 

you also become proficient in two of the following tools:Navigator Tools, Cartographer’s tools,Land Vehicles, or Water Vehicles.If you are already proficient in any of the tools listed, then Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Tool Proficiencies.

#### Courageous Rescue

At 1st level, you can empower one’s courage and reflexes. As a reaction, if you or a creature within 10 feet of you that you can see must make a saving throw from a trap or a dexterity saving throw on a success, they do not receive any form of damage. On failure, the damage is halved. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.



#### Channel Divinity: Guiding Winds 
At 2nd level, the cleric can use Channel divinity to find a path or place of interest.

You conduct a minute long ritual that conjures a phenomenon such as a gust of wind or a echoing sound that will guide you to the location that is within 1 mile where you currently are. The location can be a generalized direction (such as North or Southeast) or a specific landmark you have seen before in detail. (A Road Sign at a fork in the road or a scarred tree with a dagger in its trunk).
The phenomenon created from this channel divinity cannot find creatures, destinations that can move( such as a mobile fortress) or destinations in a different plane of existence. Whenever you are presented with a choice of paths along the way, the phenomenon automatically determines which path is the shortest and most direct route (but not necessarily the safest route) to the destination. 

You can ask the phenomenon to aid in finding a secret (such as a secret door or a hidden switch) within a 30 ft. from you, granting you advantage on your next investigation check on anything within 30 ft where you use this channel divinity. 

#### Improved Rescue

At 6th level, you can expend one of your Courage Rescue feature’s uses to end one of the following conditions on you or a creature within 10 ft. of you as a bonus action: Frightened, Grappled, Paralyzed, Prone, Restrained, or Stunned. 


#### Potent Spellcasting

At 8th level, You add your Wisdom modifier to the damage you deal with any cleric cantrip.

#### Lay of the Land

At 17th level, your time spent on your pilgrimage has honed your senses and strengthened your bond with your deity. You gain the following benefits:

- Nonmagical difficult terrain no longer affects your movement. You can also pass through non magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

- Within a 1 mile radius, you are aware of any celestial, fiend, or undead within the area and how many there are, but not their identities. You cannot be surprised by these creatures while you are aware of them.

## Credits

This homebrew subclass was made by TheRiverBlues in the Homebrewery. If you have any comments or suggestions to improve this homebrew, please send an email at colorsbythecreek@gmail.com