Base Class: Cleric
Across all planes of existence there are travelers, merchants, seekers of knowledge and wanderers of all sorts, those who for whatever reason find themselves upon the road. In all of these worlds there are deities who watch over these creatures, though their motives, alignments, and the nature of their worshippers varies greatly.
The domain of Travel allows those in the favor of their deity to harness divine force energy for the purposes of facilitating or preventing movement of all types, as well as protecting and providing shelter to the road-weary.
The following is a short and incomplete list of example gods and demi-gods with the Travel domain, some known in multiple worlds (though usually by different names): Marthammor Duin, Lathander, Fharlanghn, Shinare, Kol Korran, Uncle Trapspringer, and the Traveler.
Domain Spells
You gain domain spells at the cleric levels listed in the table below.* See the Divine Domain class feature for how domain spells work.
| Cleric Level |
Spells |
|---|---|
| 1st | Expeditious Retreat, Shield |
| 3rd | |
| 5th | Fly, Tiny Hut |
| 7th | Dimension Door, Freedom of Movement |
| 9th | Passwall, Wall of Force |
Additional Clerical Spells
* While not "domain spells” (which are always prepared), there are additional known spells that are considered clerical for adherents of this domain and may be prepared in the normal manner.
Cleric Level Spell
Direction Sense
Starting at 1st level, you always know which way is north (unless prevented by magical means). You have advantage on Survival checks concerning navigation, orienteering, cartography, or any other direction-based skill attempt.
Blessing of Agile Steps
Also starting at 1st level, you can touch one willing creature and make it unaffected by difficult terrain (does not affect swimming) for one hour or until this ability is used again.
Channel Divinity: Unfettered
Beginning at 2nd level, you are able to infuse yourself with divine energy which grants you abilities akin to a limited form of the Freedom of Movement spell. For the 10 minute duration, you are unaffected by difficult terrain, you have +5ft. to your swim speed, and you have advantage on attempts to resist or escape from being restrained or grappled.
Channel Divinity: Impeding Aura
Upon reaching 6th level, you can use your Channel Divinity to protect yourself.
As an action, you present your holy symbol and begin emanating a dim glow, waves of divine force energy pulse out in a 15ft. radius that acts as difficult terrain for hostile creatures (this effect is centered on you and moves with you). Creatures entering or starting their turn within the area of effect must make a STRENGTH check or be grappled. The second (and each successive) failed save in a row pushes a large or smaller creature back 5ft. At 12th level the radius increases to 20ft. and the push size limit raises to huge; at 18th it becomes 25ft. and gargantuan.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Travel Companion
Your domain spells have become second nature to you, allowing you to affect multiple creatures more easily with them. When casting a domain spell, you may now affect two willing creatures instead of one for each level the spell is cast at (two at spell’s base level +2 per additional spell level).
Unerring Transport
In addition, by 17th level, your ability to teleport accurately within your own plane of existence has become infallible and you are no longer required to roll on the mishap table. When traveling to or within a different plane than your native one your chance of a mishap is reduced by 50%.
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