Cleric
Base Class: Cleric

There would hardly be any civilization at all if not for the courageous explorers of old. Gods of the Travel domain often looked down kindly on those travelers and eased their path so that they could reach their destination safely. Where they walked a long time ago might tread today’s merchants and adventurers, each with their own motive and pace, yet often with that same wanderlust.

Gods of the Travel domain are often protectors of the wanderers, such as Mielikki, the scholars and scribes; Oghma, the merchants and adventurers; as well as Tymora, Akadi, Baervan Wildwanderer, Fenmarel Mestarine, Fharlanghn, Gwaeron Windstorm, Hermes, Marthammor Duin, and Shaundakul.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with both land and water vehicles, as well as Navigator’s Tools.

Well-Traveled

Also starting at 1st level, your base walking speed increases by 10 feet. It increases another 10 feet at level 11. You also gain advantage on Constitution saving throws against exhaustion.

Channel Divinity: Tailwind

Starting at 2nd level, you can use your Channel Divinity to invoke your deity’s blessing.

As an action, you gain an increase in walking speed equal to 5ft * your Wisdom modifier (min 5ft) that lasts for up to a minute, as well as an increase in your initiative bonus equal to your Wisdom modifier (min 1). You have the ability to use the Dash action as a bonus action, and any attacks of opportunity on you have disadvantage for the duration.

 

Freedom of the Road

Beginning at 6th level, when you cast spells that increase movement speed, or otherwise affect movement and require concentration, you may maintain concentration on that spell while simultaneously maintaining concentration on another spell.

Land’s Stride

Starting at 8th level, moving through (non-magical) difficult terrain costs you no extra movement. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle or web spells.

Divine Traveler

Starting at the 17th level, you may cast the spell teleport without expending a spell slot. You and your group (or the target object) always appear where you want to (as if casting with a permanent circle) unless a Natural 1 is rolled, resulting in a mishap (each teleporting creature takes 3d10 force damage, and you must reroll). You must take a long rest to use this feature again.