The gods of the Journey domain aid travellers in their journeys, guiding them safely to their destinations. These deities are often worshiped at humble shrines along well-travelled roads, but also feature in temples near ports in seaside cities.
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 | Journey Domain Spells |
|---|---|
| 1st | Expeditious Retreat, Longstrider |
| 3rd | Find Steed, Misty Step |
| 5th | Haste, Create Tiny Hut |
| 7th | Dimension Door, Freedom of Movement |
| 9th | Passwall, Teleportation Circle |
When you choose this domain at 1st level, you gain proficiency with martial weapons, land vehicles, and water vehicles.
Starting at 1st level, when you restore hit points to a creature with a spell of 1st level or higher, the target can use its reaction to move up to half its speed without provoking opportunity attacks.
Starting at 2nd level, you can use your Channel Divinity to imbue divine might into one of your allies.
You can grant speed and strength to a creature you can see within 30 feet of you as a bonus action on your turn. Until the start of your next turn, the creature's speed is doubled, and each creature that it moves within 5 feet of for the first time on a turn during this duration must make a Strength saving throw. On a failed save, a creature takes force damage equal to 2d6 + your cleric level and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.
Starting at 6th level, you can grant up to six creatures you can see temporary hit points equal to half your cleric level + your Intelligence, Wisdom or Charisma modifier (minimum of 1 hit point) when you finish a short or long rest. While a creature has these hit points, its movement speed increases by 10 feet, and it has advantage on Constitution saving throws made against exhaustion from a forced march.
At 8th level, 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 force damage to the target.
Beginning at 17th level, you are always under the effects of the Freedom of Movement spell, and your movement doesn't provoke opportunity attacks.
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