Cleric
Base Class: Cleric

Travel is at the heart of any thriving civilization, uniting cultures and resources. Innovations in transportation mean a community's reach can extend farther, from families staying in touch to information and goods being more easily shared. Deities that have travel in their portfolio look after travelers and take care of their needs as they carry out their vital purposes, and offer emissaries in the form of their clerics to assist this aim. Clerics of the Travel Domain are often wanderers themselves, enjoying meeting new people and finding new destinations to connect with each other. These clerics' blessings help people who are on the move do so without hinderance, and assist them in finding anything that has been lost—whether it be their hearts, their items, or their way

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
1st comprehend languages, longstrider
3rd find steed, locate object
5th fly, haste
7th dimension door, freedom of movement
9th animate objects, teleportation circle

Traveler's Blessing

1st-level Travel Domain feature

You become proficient with your choice of both cartographer’s tools and vehicles (land), or both navigator’s tools and vehicles (water). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, you have advantage on saving throws you make to avoid or end the exhausted condition on yourself.

Cartographer’s Tools and Vehicles (Land}

You become proficient with your choice of both cartographer’s tools and vehicles (land). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, you have advantage on saving throws you make to avoid or end the exhausted condition on yourself.

Navigator’s Tools and Vehicles (Water)

1st-level Travel Domain feature

You become proficient with your choice of  both navigator’s tools and vehicles (water). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, you have advantage on saving throws you make to avoid or end the exhausted condition on yourself.

Complimentary Upgrade

1st-level Travel Domain feature

You can attempt to ease other's burdens and allow them safe travel away from danger. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. Each creature can use its reaction to move up to half its speed without provoking opportunity attacks, and can also spend 5 feet of this movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Fast Lane

2nd-level Travel Domain feature

You can use your Channel Divinity to imbue creatures with great speed. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Wisdom modifier. For 1 minute, each creature's speed increases by 10 feet, and when it uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. Alternatively, you can choose to enhance their endurance instead. The distance the chosen creatures can travel at any pace is doubled for 12 hours. During this time, the creatures can travel for a number of hours equal to 8 + your Wisdom modifier before needing to make a Constitution saving throw for a forced march.

Esoteric Escort

6th-level Travel Domain feature

You are adept at getting people where they need to be. When you cast a spell of 1st level or higher, you can teleport up to 15 feet to an unoccupied space you can see. You can choose to teleport before or after you cast the spell, and you can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you teleport.

Potent Spellcasting

8th-level Travel Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

We Don't Need Roads

17th-level Travel Domain feature

As an action, you can summon a Huge celestial sleigh that assumes the form of your choice, such as a sleigh pulled by a team of spectral reindeer, an airship, or keelboat. Appearing in an unoccupied space within range, the sleigh has the statistics provided below. You can move the sleigh through air or over land or water up to the sleigh's speed. You can steer the sleigh telepathically, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship, out to a range of 1 mile if you are not aboard.

At any time, you can see and hear what’s happening on and around the sleigh as though you were standing in a location of your choice aboard it. The sleigh disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Using this feature again re-summons the sleigh, with all its hit points restored and any conditions removed. Whenever the sleigh disappears, it keeps any objects it was carrying in its Crew Storage Hold, leaving any other objects behind. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

Celestial Sleigh

Armor Class 18 (magical metal)

Cargo 2,000 pounds

Hit Points 200

Passengers 9

Damage Threshhold 10

Keel/Beam 30 ft./20 ft

Speed 70 ft, fly 70 ft. (8 mph)

 

Comforts of Home. The atmosphere inside the sleigh is comfortable and dry, regardless of the weather outside.

Crew Storage Hold. The storage hold has an interior space considerably larger than its outside dimensions, roughly 8 feet in diameter at the mouth and 16 feet deep. The bag can hold up to 2,000 pounds, not exceeding a volume of 256 cubic feet. The hold's weight is negligible for the vehicle, regardless of its contents. Retrieving an item from the hold requires an action. If the hold is overloaded, pierced, or broken, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. Breathing creatures inside the bag can survive up to a number of minutes equal to 60 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. The hold's extradimensional space is protected against those created by a handy haversack, portable hole, or similar items, and can contain them safely. If the vehicle disappears as a result to being reduced to 0 hit points or dismissed, the hold keeps the items stored inside it safely until it is re-summoned.

Divine Construct. The sleigh is made from opaque magical metal, that extends into the Ethereal Plane, thus blocking ethereal travel into the sleigh’s interior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell deals 100 force damage to the sleigh and reduces its Damage Threshold to 0.

Actions

2 Radiant Ballistae (Crew: 3 Each)

Armor Class 15

Hit Points 50

It takes 1 action to charge a ballista, 1 action to aim it, and 1 action to fire it. No ammunition is required.

 

Light Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) radiant damage. Whenever a creature rolls damage for a radiant ballista, it can choose to deal the average amount instead (included in the attack).

 

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