Travel Domain - Midgard

Voyages across oceans, over mountain ranges, through steaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge, and prosperity gained through furthering one's experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of such deities finds themselves in some demand as a charm for safe travel, though the wise know the gods often consider an easy journey to be less beneficial to the traveler's spirit.

 
Cleric LevelSpells
3rdComprehend Languages, Longstrider, Find Steed, Pass Without Trace
5thHaste, Water Walk
7thDimension Door, Freedom of Movement
9thShadow Realm Gateway, Teleportation Circle
 

Level 3: Born to the Road

You gain proficiency in one of the following skills of your choice: Insight, Nature, or Survival.

 

Level 3: Bonus Proficiency

You also learn two additional standard languages of your choice and become proficient with cartographer's tools.

 

Level 3: Reinvigorate

You can use your Channel Divinity to remove one level of exhaustion from yourself or from someone else you touch.

 

Level 6: Trailblazer

If you are planning to travel any distance longer than 5 days’ travel and you have a map of the region to be traversed or first-hand knowledge of the area, you can find a shortcut. Using the alternate path will reduce your travel time by 30 percent.

 

Level 8: Divine Strike

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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Level 17: World Traveler

You ignore difficult terrain and you gain resistance to cold and fire damage.


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