Cleric
Base Class: Cleric

 

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

1st

zephyr strike , feather fall

3rd

find steed, vortex warp

5th

fly, haste

7th

dimension door, freedom of movement

9th

passwall, Steel Wind Strike

Bonus Proficiencies

1st-level Travel Domain feature

You gain proficiency with one language and one of the following skills: Athletics, Nature, Perception, or Survival.

Well Travelled

1st-level Travel Domain feature

Your time on the road or at sea has given you the know-how to survive and thrive in your chosen endeavor. You may choose to specialize in Seafaring or Trailblazing.

Seafarer: You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).

Trailblazer: You gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).

Channel Divinity: Divine Translocation

2nd-level Travel Domain feature

You can use your Channel Divinity to relocate yourself and allies.

As an action, you may touch a willing creature and teleport the creature to a location you can see, up to a number of feet equal to 10 x your cleric level. You may choose to teleport with the creature. Starting at 11th level you can teleport two willing creatures you can touch.

Overland Expedition

6th-level Travel Domain feature

While traveling you, and a number of creatures you choose up to your wisdom modifier, 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 thunder 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.

Bonus Proficiency

1st-level Travel Domain feature

You gain proficiency with one language and one of the following skills: Athletics, Nature, Perception, or Survival.

 

Athletics

You gain proficiency in Athletics.

Nature

You gain proficiency in Nature.

Perception

You gain proficiency in Perception.

Survival

You gain proficiency in Survival.

Well Travelled

1st-level Travel Domain feature

Your time on the road or at sea has given you the know-how to survive and thrive in your chosen endeavor. You may choose to specialize in Seafaring or Trailblazing.

Seafarer: You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).

Trailblazer: You gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).

Seafarer

You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).

Trailblazer

Trailblazers gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).

Channel Divinity: Sanctified Expedition

2nd-level Travel Domain feature

You can use your Channel Divinity to provide yourself and allies safe passage.

As an action, you can choose a number of creatures, equal to your wisdom modifier, that you can see within 15 feet. For the next minute those creatures can move through creatures and objects and do not trigger traps or other hazards.

Starting at 11th level, any opportunity attack those creatures trigger automatically miss.

Wayfarer

6th-level Travel Domain feature

While traveling you, and a number of creatures you choose up to your wisdom modifier, 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 thunder damage. When you reach 14th level, the extra damage increases to 2d8.

Godspeed

You gain the ability to walk along vertical and inverted surfaces, as well as across liquid surfaces without falling. You also have a flying speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.