Base Class: Cleric
Gods of exploration, change and traveling, who stake claim to the travel domain, represent those who are driven by an inexplicable urge to wander and explore the boundless horizons of the world, instead of being content to stay in one place. Their clerics are most commonly drifters and vagabonds; devout wanderers who work to spread the words and teachings of their deity by aiding lost and weary travelers, and raising roadside shrines in their deity’s honor.
Pathfinder
Beginning when you choose this domain at 1st level, you’re an avid wanderer and maneuver through the world with ease. You gain proficiency in the Wisdom (Survival) skill and your movement speed increases by 5 feet. In addition, you ignore the effects of non-magical difficult terrain.
Adjust Momentum
Also at 1st level, you can slow or hasten the movement of others. Whenever you cast a cleric spell of 1st level or higher that targets one or more creatures, you can choose one of the spell’s targets and choose to either increase or decrease its movement speed by 10 feet. This effect lasts until the beginning of your next turn.
Domain Spells
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 | expeditious retreat, feather fall |
| 3rd | find steed, spider climb |
| 5th | haste, tiny hut |
| 7th | dimension door, freedom of movement |
| 9th | passwall, teleportation circle |
Channel Divinity: Safe Passage
At 2nd level, you can channel divine energy to allow yourself and your allies to move safely and instantaneously. As an action, you can spend a use of your Channel Divinity feature to teleport to an unoccupied space you can see within 60 feet of yourself. As part of this action, you can choose to bring along a number of willing creatures you can see within 10 feet of yourself equal to your Wisdom modifier. The chosen creatures appear in unoccupied spaces within 5 feet of the space you appear in.
Vagabond's Wisdom
At 6th level, you can access the collective wisdom of all who wander the open roads of the world and share it with your allies. When you or a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier to the result of the roll. You can do so after the roll, but before the GM has said whether the roll fails or succeeds.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Interplanar Voyager
At 17th level, your deity has granted you the ability to travel across the planes of existence. Plane Shift is added to your list of domain spells. Like your other domain spells, it is always prepared and does not count against your total number of spells known. In addition, once per long rest when you cast Plane Shift, you can choose to do so without spending a spell slot. When you cast Plane Shift in this way, it does not require material components.
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