Cleric
Base Class: Cleric

The world is wide and the roads are dangerous. To help guide and guard the mortals who travel, the deities of travel — including Lugh, Sehanine, Marthammor Duin, Hermes, Kruphix, Fharlanghn, and Athreos — teach the proper ways of journeying across the world. They are mostly benevolent and often chaotic. Many serve their fellow gods as messengers or guides. Most wish mortals to travel so as to discover, learn, and live a full life, but some are more ambivalent, representing the mysteries, dangers, and secrets waiting on the horizon. Clerics of this domain wander endlessly when they aren't acting as messengers for important matters between the churches of other gods or exploring unknown places.

Domain Spells

Travel Domain Spells
CLERIC LEVEL
SPELLS
1st comprehend languages, longstrider
3rd locate object, misty step
5th flyhaste
7th freedom of movement, locate creature
9th far step* (or passwall if XGE is not available), soar (new)

New spells and spells marked with an asterisk must be selected manually in the character builder.

Bonus Proficiency

When you choose this domain at 1st level, you learn the message cantrip, which is a cleric cantrip for you and doesn't count against the number of cantrips you can know as a cleric. You also gain proficiency with one of the following tools of your choice: navigator's tools, land vehicles, or water vehicles.

Blessed Steps

Also at 1st level, your journey is blessed by holy purpose. You can use a bonus action on your turn to disengage, dash, or attempt to escape from a grapple.

You can also use a bonus action to touch another willing creature and lend it your blessing. At the start of its next turn, it can either dash, disengage, or attempt to escape from a grapple without using an action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Safe Passage

Starting at 2nd level, you can use your Channel Divinity to secure magical safe passage.

As an action, you present your holy symbol, and you teleport one willing creature that you can see within 30 feet of you up to 60 feet to an unoccupied space that you can see. Until the end of your next turn, attacks rolls are made against it with disadvantage, and it has resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. If the target makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the effect ends immediately.

Messenger of the Gods

At 6th level, the spirit of travel fills you and carries you further. You are always under the effects of a longstrider spell, and you have advantage on all ability checks and saving throws made to escape from a grapple.

In addition, at the end of each of your turns, if you are at least 30 feet away from where you were at the start of the turn, you gain a +1 bonus to AC and Dexterity saving throws until the end of your next turn.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Radical Freedom

Beginning at 17th level, you have advantage on saving throws against being charmed, and your speed increases by 10 feet.

Also, you are always under the effects of a freedom of movement spell. You can temporarily suppress this effect to cast freedom of movement without expending a spell slot or requiring components, unless the effect is already suppressed. You can use a bonus action to end the spell early. The effect remains suppressed until the spell ends.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2021 9:20:03 PM
56
46
1.0
Coming Soon
Travel Domain Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes