Cleric
Base Class: Cleric

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the travelling priests of inhospitable regions also tend to represent the gods of travel.

Well-Traveled

When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn two languages of your choice.

Jaunt

From 1st level, your god hastens your feet and puts the wind at your back. You can use your bonus action to move 10 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). you regain all expended uses when you finish a long rest.

Channel Divinity: Divine Transportation

Starting at 2nd level, you can use your Channel Divinity to relocate your allies. As an action, choose up to three willing Small or Medium creatures (which can include yourself). Each of these creatures teleports into each other's spaces, swapping places as you choose.

Overland Expedition

By 6th level, while traveling, you and up to 10 creatures traveling with you move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other non-magical objects. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before Constitution saving throws for a forced march.

Additionally, you are unaffected by difficult terrain.

Divine Strike

At 8th level, you can gain the ability to infuse your weapon strikes with extra kinetic 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 extra damage increases 2d8.

Godspeed

Starting at 17th level, your walking speed doubles. If you make an attack while 30 feet or further away, from where you began your turn, the extra damage of your Divine Strike increases to 4d8.

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