Base Class: Cleric
Gods who stake claim to the Travel Domain are worshipped by all who make long journeys a common occurrence. These deities watch over weary travelers, lost wanderers and foolhardy explorers alike, and their shrines litter the sides of well-travelled paths like fish in the sea. However, many gods of travel also oversee other domains, such as ones surrounding rites of passage, the transition of souls and the making of important life choices.
Clerics of these deities are often experienced travelers and explorers themselves, dedicated to experience all that the world has to offer, while offering aid and direction to others they encounter on their travels.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons, as well as with vehicles (land) and vehicles (water).
Swift Restoration
Also at 1st level, your divine healing magic also imbues your allies with heightened swiftness. Whenever you cast a spell of 1st level or higher that restores hit points to a creature, the spell’s target can use its reaction to move up to half its speed without provoking attacks of opportunity.
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, longstrider |
| 3rd | find steed, misty step |
| 5th | haste, tiny hut |
| 7th | freedom of movement, dimension door |
| 9th | passwall, teleportation circle |
Channel Divinity: Vagabond’s Vigilance
At 2nd level, you can pray to your deity for a heightened vigilance and swift reflexes while on your travels. When you and your allies roll for initiative, you can use your reaction and expend a use of your Channel Divinity to grant yourself and a number of allies up to your proficiency bonus a bonus to your initiative rolls equal to your Wisdom modifier. A creature that gains this benefit has advantage on the next attack roll or saving throw it makes.
Long Road Ahead
At 6th level, you can use your divine magic to ensure that you and your friends can travel without worries. After you finish a long or short rest, you can grant yourself and any ally that joined you for the rest a number of temporary hit points equal to your Wisdom modifier plus half your cleric level rounded up. While a creature has these temporary hit points, its movement speed is increased by 10 feet and it has advantage on Constitution saving throws to avoid non-magical exhaustion.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine 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 radiant damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
Free to Roam
At 17th level, your deity has made you free to roam the world, unfettered by chains or bonds. You’re always considered to be under the effect of the Freedom of Movement spell, and your movement does not provoke attacks of opportunity.
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