Travel Domain
The Gods of travel watch over and guard wanderers, adventurer’s, merchants, and all others who explore the world. Clerics of this domain are adept travellers, whose divine magic allows them to explore and move freely and skillfully. Many followers of these deities act as guides for inexperienced travellers and lost souls. Deities of this domain include Avandra, Hermes, Fharlanghn, Sehanine Moonbow, Epona, Marthammor Duin, Muamman Duathal, and, Waukeen
Travel Domain Features
Cleric Level | Features |
---|---|
1st | Bonus Proficiency, Wanderlust |
2nd | Channel Divinity: Wayfinder |
6th | Soul of the Voyager |
8th | Divine Strike |
17th | Planar Passage |
Domain Spells
Travel DomainSpells
Cleric Level | Spells |
---|---|
1st | Expeditious Retreat, Longstrider |
3rd | Pass Without Trace, Find Steed |
5th | Fly,Haste |
7th | Dimension Door, Mordenkainen’s Private Sanctum |
9th | Passwall, Teleportation Circle |
Bonus Proficiencies
At 1st level, you become proficient with Land and Water Vehicles. You also become proficient with your choice of Navigator’s or Cartographer’s Tools.
Wanderlust
Also at 1st level, you are an adept traveller. You and those you travel with gain the following benefits.
● You can travel at a normal pace stealthily
● You can travel at a fast pace without a passive. Wisdom (Perception) penalty.
● Difficult terrain doesn’t slow your travel.
Channel Divinity: Wayfinder
Starting at 2nd level, you can use your Channel Divinity to orient yourself.
As an action, choose one location you know of on your current plane of existence. You feel yourself drawn to that location like a tug pulling you in it’s direction. This effect lasts until you take a long rest.
Soul of the Voyager
Starting at 6th level, your traveling spirit cannot be contained. You gain the following benefits:
● You are immune to the restrained condition
● Your speed increase by 10
Divine Strike
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. When you reach 14th level the damage increases to 2d8
Planar Passage
Starting at 17th level, your travels cannot be bound by planar barriers. You can cast Gate once per long rest, without material components or expending spell slots.
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