BR:Pilgrim

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Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

A Khajiit Pilgrim takes a moment to center herself at a roadside wayshrine.

Pilgrim

Pilgrims are travelers and wayfarers who are constantly on the move, seeking out truth and enlightenment. Being immersed in new cultures and always surrounding themselves with new ideas keeps their minds and hearts open.

They are well-versed in tomes of old, and get through life by bartering in the market or persuading the weak-minded. Pilgrims are naturally charismatic and their travels bring fascinating stories to tell. Their journeys can also bring out a nefarious side. The inability to lay down roots and build long lasting relationships can cause a person to grow cold and self-indulgent. Some pilgrims find themselves akin to snake-oil salesmen, profiting off of scams or deceit before moving on to the next mark.

A priest with this calling might follow Baan Dar, Clavicus Vile, Dibella, Sanguine, Sheogorath, St. Veloth, Vivec, Zenithar.

Pilgrim Features
Level Feature
1st Calling Spells, Bonus Proficiencies, Eye for Danger
2nd Channel Divinity: Gathered Secrets
6th Deceit and Influence, Wayfarer’s Path
8th Divine Strike
17th Eye for Weak Points

Calling Spells

1st-level Pilgrim Calling feature

You gain calling spells at the priest levels listed in the Pilgrim Calling Spells table. See the Divine Calling class feature for how calling spells work.

Pilgrim Calling Spells
Level Spells
1st charm person, inflict wounds
3rd augury, blindness/deafness
5th clairvoyance, tongues
7th dimension door, greater invisibility
9th commune, dominate person

Bonus Proficiencies

1st-level Pilgrim Calling feature

You gain proficiency in your choice of either the History or Stealth skill. Additionally, you gain proficiency in either thieves' tools, a musical instrument, or an artisan's tools of your choice.

Eye for Danger

1st-level Pilgrim Calling feature

You have an eye for reading enemies, throwing them off guard, and getting out of trouble when things get dire. When you hit a creature with a weapon attack, that creature has disadvantage on their next attack, and the creature can’t use their reaction to make an opportunity attack until the start of their next turn.

Channel Divinity: Gathered Secrets

2nd-level Pilgrim Calling feature

In your travels you have spoken to many people who have known many things. You can use your Channel Divinity to unlock that lost knowledge. As an action, you gain one of the following benefits of your choice:

Survival Notes. For the next minute, you gain a bonus to any saving throw you make equal to half your proficiency bonus.

Borrowed Skills. For the next ten minutes, you gain a bonus to any attribute check you make equal to half your proficiency bonus.

Dilettante’s Blessing. For the next 24 hours you gain proficiency in one weapon type or one tool of your choice.

Deceit and Influence

6th-level Pilgrim Calling feature

When you make a Personality (Deception) or Personality (Persuasion) check, you can add your Willpower modifier to the roll instead of Personality.

Wayfarer’s Path

6th-level Pilgrim Calling feature

You ignore non-magical difficult terrain, and cannot become lost except by magical means. Additionally, any creatures of your choice within 30 feet of you that can hear you also gain this benefit.

Divine Strike

8th-level Pilgrim Calling feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Eye for Weak Points

17th-level Pilgrim Calling feature

When you hit a creature with a weapon attack, you gain advantage on the next attack you make against that creature. Additionally, any creature that sees this attack gains a bonus to their next attack roll equal to your Willpower modifier. You can use this feature a number of times equal to your Willpower modifier. You regain all expended uses when you finish a long rest.