Cleric
Base Class: Cleric

The Travel Domain is granted to clerics of deities who are charged with protecting explorers, wayfarers and traders. 

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 Longstrider, Expeditious Retreat
3rd Misty Step, Pass Without Trace
5th Phantom Steed, Water Walk
7th Dimension Door, Freedom of Movement
9th Teleportation Circle, Tree Stride

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with Animal Handling, Water Vehicles and Land Vehicles.

Blessing of the Wayfarer

At 1st level, you gain the ability to imbue yourself and your charges with the ability to push themselves beyond their normal limits. At the end of a short rest, you can remove a level of exhaustion from yourself and up to five allies. 

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Clear the Path

Starting at 2nd level, you can use your Channel Divinity to clear the way for your allies.

As an action, you can use your Channel Divinity to clear a path through enemies who would stop you and your friends.  Choose 5' wide,  50' long line originating from you.  All enemies in that line must make a Strength saving throw against your Spell DC or be pushed 10' away from the line and fall prone.   You can maintain your concentration on this ability for up to 1 minute.  While doing so, the line travels with you and enemies cannot enter the line without a successful Strength saving throw.  Enemies ending their turn in the area of effect must succeed on a Strength saving throw or be pushed 10' away from the line and fall prone.

Wind Beneath Me

Starting at 6th level, your mastery of travel grants you special abilities:

  • You ignore difficult terrain and can always find true north.
  • You can target an additional creature with any spell that increases movement or grants a movement type (swimming, climbing, flying, etc).

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the icy power of the northwind. 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of the Crossroads

At 17th level, you gain immunity to any effect that would force you to move, fall prone or leave the plane of existence you are currently in without your permission.  

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