Base Class: Cleric
Clerics of the Journey domain are those who protect travelers and wayfarers, guiding the lost or protecting those who make their way through the world. Their powers are capable of discerning the right way, and usually the safest way to any destination, and often they use their magic to make getting from one place to the next much easier and faster. If confronted with battle, these holy champions are experts in battlefield transposition and assisting their allies in being in the right place at the right time.
Examples of gods who utilize this domain in history are Apollo, Diana, the Dosojin, Ganesha, Hasamelis, Hermes, Janus, and Rhiannon.
Domain Spells
You gain domain spells at the cleric levels listed in the Journey Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.
Journey Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Longstrider, Jump |
| 3rd | Augury, Pass Without Trace |
| 5th | Fly, Haste |
| 7th | Divination, Private Sanctum |
| 9th | Far Step, Teleportation Circle |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with Cartographer's Tools, Land Vehicles, and Water Vehicles.
Escape
Journey Domain Clerics are experts at getting into and out of trouble, but usually they protect their charges first and foremost, even if things go awry. At 1st level when you choose this domain, you gain the ability to create a Traveler's Mark. As a bonus action, you touch one willing creature, and for a number of minutes equal to your Wisdom modifier, you can choose one of the two following options:
- you may use an action to direct a target of your Traveler's Mark to move to any space you can see within 30 feet of their position. They may then use their reaction to move to that space, and this movement provokes no attacks of opportunity from creatures who were adjacent when the target began moving.
- you may use an action to teleport, swapping spaces with a target of your Traveler's Mark, as long as you can see the target and it is within 60 feet of you.
The number of Traveler's Marks you can have active at any one time is equal to your proficiency bonus.
Channel Divinity: Departure
Starting at 2nd level, you can use your Channel Divinity to increase the speed of others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you gains 10 speed and may use the Dash action as a bonus action for a number of rounds equal to your Wisdom modifier.
Frontiers
At 6th level, you learn a unique and empowering ritual that provides you extraordinary insights prior to undertaking a new journey. You perform a 30 minute ritual which includes anointing each member of your traveling group with holy water, and for a number of days equal to your Wisdom modifier, you and your group gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group cannot be surprised for as long as any one of them remains awake and within 30 feet of at least one other group member. A mental alert will resound in the group's minds if any one of them is alerted to danger, which will even appropriately awaken a sleeping member of the group and allow them a few divinely insightful seconds to become readied.
- Your group only needs half as much food and water for each day of travel as usual.
In addition, you gain the ability to prepare the Misty Step spell as if it were a spell on your Cleric Spell List.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Still They Ride
At 17th level, your deity exalts your efforts to aid and promote travel, and allows you to bestow magnificent steeds to yourself and your traveling companions. You add the Find Greater Steed spell to your Cleric Spell List, and when you cast the spell, you may add "when you cast this spell using a 5th level or higher spell slot, you may summon one additional mount for each slot level above 4th. Each mount summoned in this way is bound to a creature you can see within 60 feet of you when you cast the spell, as if each of these creatures had cast the spell, and each mount summoned must be bound to only one creature."
Additionally, you can cast Wind Walk as a Cleric spell once without expending a spell slot. You must finish a long rest before you can cast this spell using this feature again.
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