Base Class: Cleric
Travel Domain Spells
1st-level Travel Domain feature
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 |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
1st-level Travel Domain feature
You gain proficiency with one language and one of the following skills: Athletics, Nature, Perception, or Survival.
Well Travelled
1st-level Travel Domain feature
Your time on the road or at sea has given you the know-how to survive and thrive in your chosen endeavor. You may choose to specialize in Seafaring or Trailblazing.
Seafarer: You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).
Trailblazer: You gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).
Channel Divinity: Divine Translocation
2nd-level Travel Domain feature
You can use your Channel Divinity to relocate yourself and allies.
As an action, you may touch a willing creature and teleport the creature to a location you can see, up to a number of feet equal to 10 x your cleric level. You may choose to teleport with the creature. Starting at 11th level you can teleport two willing creatures you can touch.
Overland Expedition
6th-level Travel Domain feature
While traveling you, and a number of creatures you choose up to your wisdom modifier, move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march.
Additionally, you are unaffected by difficult terrain.
Divine Strike
8th-level Travel Domain feature
You gain the ability to infuse your weapon strikes with extra kinetic 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 thunder damage. When you reach 14th level, the extra damage increases to 2d8.
Godspeed
17th-level Travel Domain feature
Your walking speed doubles. If you make an attack while 30 feet or further away from where you began your turn, the extra damage of your Divine Strike increases to 4d8.
Bonus Proficiency
1st-level Travel Domain feature
You gain proficiency with one language and one of the following skills: Athletics, Nature, Perception, or Survival.
Athletics
You gain proficiency in Athletics.
Nature
You gain proficiency in Nature.
Perception
You gain proficiency in Perception.
Survival
You gain proficiency in Survival.
Well Travelled
1st-level Travel Domain feature
Your time on the road or at sea has given you the know-how to survive and thrive in your chosen endeavor. You may choose to specialize in Seafaring or Trailblazing.
Seafarer: You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).
Trailblazer: You gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).
Seafarer
You gain proficiency in scimitars and nets, as well as navigator's tools and vehicles (water).
Trailblazer
Trailblazers gain proficiency in shortswords and whips, as well as cartographer's tools and vehicles (land).
Channel Divinity: Sanctified Expedition
2nd-level Travel Domain feature
You can use your Channel Divinity to provide yourself and allies safe passage.
As an action, you can choose a number of creatures, equal to your wisdom modifier, that you can see within 15 feet. For the next minute those creatures can move through creatures and objects and do not trigger traps or other hazards.
Starting at 11th level, any opportunity attack those creatures trigger automatically miss.
Wayfarer
6th-level Travel Domain feature
While traveling you, and a number of creatures you choose up to your wisdom modifier, move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march.
Additionally, you are unaffected by difficult terrain.
Divine Strike
8th-level Travel Domain feature
You gain the ability to infuse your weapon strikes with extra kinetic 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 thunder damage. When you reach 14th level, the extra damage increases to 2d8.
Godspeed
You gain the ability to walk along vertical and inverted surfaces, as well as across liquid surfaces without falling. You also have a flying speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.