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 LevelSpells
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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