Cleric
Base Class: Cleric

Gods whose portfolios include the Travel domain —such as Desna, Avandra, Fharlanghn, and Hermes— aid merchants, wanderers, sailors and explorers in their voyages to boundless horizons, guiding them safely to their destinations, empowering them to slip away from their foes, and helping their allies do the same.

Clerics of this domain are not often found at temples like other clerics, they often don't have a specific home. They are wayfarers, constantly on the move and serving as guides for the curious and the lost, making quick friends with those they meet on the roads and ships they call home.

Domain Spells

Travel Domain Spells
Cleric LEVEL SPELLS
1st Comprehend Languages, Expeditious Retreat
3rd Find Steed, Levitate
5th Haste, Tiny Hut
7th Dimension Door, Private Sanctum
9th Passwall, Teleportation Circle

Ready for the Journey

When you choose this domain at 1st level, your walking speed increases by 10 feet.

Additionally, you gain proficiency with land vehicles, water vehicles and cartographer's tools.

Swift Magic

Also starting at 1st level, when you cast a spell of 1st level or higher, you can move up to ten feet without provoking opportunity attacks.

If the spell targets an ally, instead they can use their reaction to move up to half their speed without provoking opportunity attacks.

You can only use this feature once per turn.

Channel Divinity: Avatar of the Trailblazer

Starting at 2nd level, you can use your Channel Divinity to expel a burst of divine magic, temporarily manifesting as a spectral avatar of your deity.

As an action, choose a number of creatures you can see within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). You and each of them may gain temporary hit points equal to two times your cleric level.

When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. Alternativly, it can use its reaction to escape a grapple, a restraint, or remove 1 level of exhaustion.

Hidden Pathways

At 6th level, you can call forth hidden passages to aid you in battle. You learn the Misty Step spell if you don’t know it already, and can cast it without expending a spell slot a number of times equal to your proficiency bonus. You gain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Aura of Voyage

Starting at 17th level, you emanate an aura of speed while you are not incapacitated. You and friendly creatures within 10 feet of you are permanently under the effects of the Freedom of Movement spell.

Additionally, your movement speed increases by an additional 20 feet, your movement doesn’t provoke opportunity attacks, and you learn the Teleport spell if you don't know it already. 

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