Base Class: Cleric
The Travel domain holds sway over expeditions of all kinds, whether it be a routine supply run, a hazardous sea voyage, or a courageous foray into the unknown. Deities of this domain bless travelers in transit, bestow passage when there is none to be found, and provide guidance to those who are lost.
Deities most likely to have influence over this domain include gods of travel (Celestian, Fharlanghn, Lugh, Hermes), gods of trade (Waukeen, Shinare, Kol Korran), and gods of good fortune (Tymora, Olladra and Tyche). Deities of fate, luck and protection are also common.
There are times when Travel clerics will call upon the blessings of other deities when appropriate. They might pray to a god of war to bless a march into battle, a god of nature to watch over a woodland hunt, or a god of the sea to protect a vessel in a storm.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and cartographer’s tools.
Additionally, you gain proficiency in two of the following skills: Acrobatics, Animal Handling, Athletics, or Survival.
Single Step
Starting at 1st level, when you cast a cleric spell of 1st level or higher, your movement this turn does not provoke opportunity attacks, and you can immediately move up to half your speed.
Starting at 17th level, when you cast a cleric spell of 1st level or higher, you instead teleport up to your speed to an unoccupied space that you can see.
Channel Divinity: Divine Compass
Starting at 2nd level, you can use your Channel Divinity to point the way when you are lost.
As an action, you present your holy symbol and beseech your deity for guidance. Describe or name a specific object, creature, or location that you are familiar with. If you name a target on another plane of existence, your holy symbol fails to respond.
For a brief instant, your holy symbol acts as a compass that points in the direction of your target, as long as you are on the same plane of existence. An amulet or reliquary might rise in the air and rotate to point the way, or an emblem might reflect a ray of light in the direction of your target.
Once you name a target, you can’t name that target again until you finish a long rest.
Channel Divinity: Pathmaker
At 6th level, when you take the Dash action, you can use your Channel Divinity to carve a path through space itself. Choose a point on the ground in a vacant spot within 5 feet of you. Until the end of your turn, you can use a free action to choose a second vacant spot within 5 feet of you. If you do not choose a second spot by the end of your turn, this effect fails.
Once you have chosen the second point, a rectangular portal 5 feet wide and 8 feet tall opens in each spot. Each portal is perpendicular to the ground and oriented in directions of your choice. If the portal would open in the space occupied by a creature or object, or if the points are not on the same plane of existence, the effect fails.
The portals are two-dimensional and hover inches from the ground. A portal is visible only from one side (your choice), which is the side that functions as a portal. A creature looking through one portal can see through to the other side. Both portals last for 1 minute or until you dismiss them as a bonus action.
Any creature or object entering a portal will exit from the other portal as if the two were adjacent to each other; passing through a portal from the non-portal side has no effect. On your turn, you can rotate one or both of the portals as a bonus action so that the active sides face in a different direction. A creature hiding on the non-portal side may benefit from cover.
Divine Strike
At 8th level, you are able to strike your foes with increased momentum. 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 to 2d8.
Journey of a Thousand Miles
Starting at 17th level, you can cast the teleport spell once without expending a spell slot. Once you use this feature, you can’t use it again until you finish a short or long rest.
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