Cleric
Base Class: Cleric

Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the  travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost.

Travel Domain Spells

Cleric Level Spells

1st

entangle, longstrider

3rd

locate animals or plants, pass without trace

5th

haste, tiny hut

7th

dimension door, locate creature

9th

commune with nature, passwall

Traveler’s Step

When you choose this domain at 1st level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Unfettered Wanderer

From 1st level, your ever-unbounded spirit is so infectious that you and your companions are impossible to keep pinned down.

As a bonus action, you can choose one creature within 30 feet of you. Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it.

Channel Divinity: Pathfinder

Starting at 2nd level, you can use your Channel Divinity to gain a supernaturally-enhanced sense of direction that never fails you.

When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components.

You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have a number of locations fixed in your mind equal to your Wisdom modifier, you must choose one to forget in order to gain the new one.

Channel Divinity: Divine Stride

Starting at 6th level, you can use your Channel Divinity to grant a burst of speed to yourself and your travelling companions.

As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with some of the various energy you have encountered in your travels. 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessed Guide

At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.

When you and another friendly creature finish a short or long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest.

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