Cleric
Base Class: Cleric

Gods of the Travel domain are often offered sacrifices by those who travel frequently or are about to embark on a long trip, such as caravan leaders, ship's captains, pilgrims, messengers, soldiers on a march, etc. Hermes of the Greek pantheon would be an example of a deity that embodies the Travel domain.

Usually priests and clerics of such deities are either itinerant or pilgrims. Often the worshipers don't settle down long enough to build temples, with roadside shrines being more common.

From the author: Why another take on the Travel Domain? I was converting a character from Pathfinder and wanted a Travel Domain that matched up more closely with the abilities the character had in that system than the other takes offered. I also wanted a domain that was made for above-average Dexterity clerics. So the subclass gets proficiency with Finesse weapons, has a lot of battlefield mobility, and gets Divine Strike instead of Potent Spellcasting.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Finesse weapons and the Survival skill.

Relentless Traveler

Starting when you choose this domain at 1st level, you have advantage on saving throws against exhaustion.

Channel Divinity: Zephyr's Blessing

Starting at 2nd level, you can use Channel Divinity as an action to move like the wind for a brief time. Opportunity attacks made against you have disadvantage, and as a bonus action you can take the Dash action. At 11th level, you can also move through the air, using your entire move to leap across bodies of water, unstable surfaces, or pits and chasms, as long as you end your turn on a solid surface. The blessing lasts 1 minute.

Channel Divinity: Dimensional Step

Starting at 6th level, you can use your Channel Divinity to step through dimensions to travel from one place to another. As a bonus action, you can teleport to any place within 60 feet of your current position. You can bring an adjacent ally with you, but can only teleport 30 feet if you do so.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Exalted Step

Starting at 17th level, you can cast teleport without expending a spell slot. You are considered to be very familiar with any location you choose if you do not already have access to a permanent teleportation circle or an associated object. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

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