Cleric
Base Class: Cleric

The very roads, tunnels, waterways, and skies embody the spirit of the Travel Domain. The spirit of Travel is shared by merchants, adventurers, and vagabonds alike. Travelers sometimes bring wealth and sometimes bring ruin. Either way, travelers gain a wealth of experience and stories to share with the world. 

Gods of the Travel domain are often protectors of the wanderers, such as Mielikki, the scholars and scribes, such as Oghma, or the merchants and adventurers, such as Tymora.

Travel Domain Spells

1st-level Travel Domain feature

You learn two additional spells when you reach certain levels in this class, as shown in the Travel Domain Spells table. Each spell counts as a cleric spell for you, but it doesn’t count against the number of cleric spells you know.

Travel Domain Spells
Cleric LEVEL SPELLS
1st comprehend languages, longstrider
3rd find steed, pass without trace
5th haste, sending
7th dimension door, freedom of movement
9th legend lore, teleportation circle

 

Bonus Proficiencies

Starting at 1st level, your god grants you new skills with various types of tools and weapons to help you on your journey.

You are now proficient with either vehicles (land) and cartographer's tools, or navigator’s tools and vehicles (water).

Additionally, you gain proficiency with shortswords, scimitars, rapiers, and longswords.

Messenger of the Gods

Starting when you choose this domain at 1st level, your walking speed increases by 5 feet. At 10th level, this bonus increases to 10 feet.

Additionally, you learn the message cantrip, and can cast it as a bonus action. The target of the spell can understand you as long as they speak one language.

Channel Divinity: Swift Reflexes

Starting at 2nd level, you can use your Channel Divinity to use your divine speed to dodge dangerous effects.

When you are subjected to an effect that forces you to make a Dexterity saving throw, you can expend a usage of your Channel Divinity to gain a + 10 to that particular saving throw.

Accelerated Voyage

Starting at 6th level, you can temporarily increase your speed in combat and in transit. 

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). 

Additionally, you can take the dash action as a bonus action.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with your high 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.

Time in a Bottle

At 17th level, you can move so quickly that time appears to slow down around you allowing you to avoid danger and reposition. 

You learn the 9th-level spell, Time Stop. It counts as a cleric spell, but not against your total spells known. 

Once per long rest, when you are targeted by an attack roll or forced to make a saving throw, you can use your reaction to cast the Time Stop spell without expending a spell slot and it immediately becomes your turn in the initiative order. 

After using this feature, the triggering effect's turn resumes and you must spend your next turn doing nothing as you are overcome by a wave of lethargy. You cannot use this feature again, until you finish a long rest, or use a 9th-level spell slot to do it again.

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