Base Class: Cleric
For a lot of adventuring parties travelling is the thing they are doing most of the time. The protection by a god in this domain is because of this very welcome. Some clerics petition gods for help within this domain making their travels go smoothly, almost making sure they will arive at their destionation unharmed unless some other power intervenes.
Travel Domain spells
you may add the following spells to your spell list if they are not there already. Additionally you may have these spells always prepared (they do not count to your maximum prepared spells) if you are of the right class level:
1st level: Sanctuary, Comprehend Languages
3rd level: Misty step, Spider climb
5th level: fly, Haste
7th level: Dimension Door, freedom of movement
9th level: Commune, Passwall
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with navigator's tools and vehicles.
Guiding Hand
Also starting at 1st level, your hands are bestowed with the power to guide you in battle. Whenever you or a creature within 15 feet of you misses an attack roll you may as a reaction use a cantrip that has a casting time of 1 action of your choice as long as the target of the cantrip is the missed creature and this target is in range of the cantrip.
Channel Divinity: Destination Unknown
Starting at 2nd level, you can use your Channel Divinity to remove any obstacles .
As an action, you present your holy symbol to move a creature within 30 feet to a maximum of five times your class level of feet to any space you can see. Alternatively you can also choose to move one huge or smaller object in this way.Moving a creature does not provoke attacks of opportunity.
Unhindered
Beginning at 6th level, you can reach further destinations faster by the use of spells. When you cast a spell of 1st level or higher that teleports you or other creatures you may double the range of the teleport distance. For example whenever you cast Misty Step you can teleport to a space up to 60 feet instead of 30 feet.
Divine Step
At 8th level, you gain the ability to infuse your teleportation spells with divine energy. Once on each of your turns whenever you cast a spell that teleports yourself you may deal 2d8 radiant damage to every creature within 10 feet of the spot you teleported to that fails a Strength saving throw with a DC equal to your spell save DC.
Divine Pace
Starting at 17th level, you may cast misty step once per turn without expending a spell slot. Additionally if you do not move during your turn, casting misty step does not require your bonus action.
Previous Versions
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