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 traveling priests of inhospitable regions also tend to represent the gods of travel.
A Mage Hand Press Cleric Subclass
Travel Domain Spells
1st-level Travel Domain feature
You gain domain spells at the cleric levels listed in the Travel Domain Spells table. See the Divine Domain class feature for how domain spells work.
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
1st-level Travel Domain feature
You gain proficiency with four finesse weapons and learn two languages of your choice.
Jaunt
1st-level Travel Domain feature
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 Transposition
2nd-level Travel Domain feature
You can use your Channel Divinity to relocate your allies.
As an action, choose up to three willing Small or Medium creatures you can see (which can include yourself) within 60 feet of you. Each of these creatures teleports into each other’s spaces, swapping places as you choose.
Overland Expedition
6th-level Travel Domain feature
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 nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march.
Additionally, you are unaffected by difficult terrain
Divine Strike
8th-level Travel Domain feature
You 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. When you reach 14th level, the extra damage increases to 2d8.
Godspeed
17th-level Travel Domain feature
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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Posted Apr 24, 2023If this is copied from Valda's Spire of Secrets, please update bonus proficiencies to be four finesse or ranged weapons of the players choice (also bonus proficiencies is called Well-Traveled_\ in the book)