Travel Domain
You gain domain spells at the cleric levels listed in the
Travel Domain Spells table. See the Divine Domain class
feature for how domain spells work.
You learn three languages of your choice. You also become proficient with land vehicles, water vehicles, and your choice of cartographer’s tools or navigator’s tools.
While traveling for an hour or more on a road or known trade route, you gain the following benefits:
You can use your Channel Divinity to bless a creature with protection on their journey. As an action, choose one creature you can see within 30 feet of you. For the next minute, the chosen creature’s movement doesn’t provoke opportunity attacks, it ignores difficult terrain, and when it takes the Dash action it can use a bonus action on the same turn to take the Dash action again.
Each of your movement speeds increase by 10 feet. While you are riding a mount, that mount’s movement speeds each increase by 10 feet.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
You do not need to provide material components when you cast the teleportation circle spell. Additionally, if you choose to provide material components when you cast teleportation circle, it becomes permanent, as if you had cast the spell in the same location every day for one year. You can maintain a number of teleportation circles made permanent in this way up to your Wisdom modifier (minimum 1). When you create a new permanent teleportation circle in this way and already have a number equal to your Wisdom modifier, choose one you previously created and it is immediately destroyed.
Travel Domain Spells | |
---|---|
Cleric Level | Spells |
1st | expeditious retreat, longstrider |
3rd | find steed, pass without trace |
5th | sending, water breathing |
7th | find greater steed, freedom of movement |
9th | far step, teleportation circle |
Well Traveled
1st-level Travel Domain featureYou learn three languages of your choice. You also become proficient with land vehicles, water vehicles, and your choice of cartographer’s tools or navigator’s tools.
Wide Wanderer
1st-level Travel Domain featureWhile traveling for an hour or more on a road or known trade route, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- The speed of mounts and vehicles used by your group is doubled.
- You have advantage on Wisdom (Perception) checks to notice dangers or detect an ambush.
Channel Divinity: Safe Travels
2nd-level Travel Domain featureYou can use your Channel Divinity to bless a creature with protection on their journey. As an action, choose one creature you can see within 30 feet of you. For the next minute, the chosen creature’s movement doesn’t provoke opportunity attacks, it ignores difficult terrain, and when it takes the Dash action it can use a bonus action on the same turn to take the Dash action again.
Fleet Footed
6th-level Travel Domain featureEach of your movement speeds increase by 10 feet. While you are riding a mount, that mount’s movement speeds each increase by 10 feet.
Potent Spellcasting
8th-level Travel Domain featureYou add your Wisdom modifier to the damage you deal with any cleric cantrip.
Golden Road
17th-level Travel Domain featureYou do not need to provide material components when you cast the teleportation circle spell. Additionally, if you choose to provide material components when you cast teleportation circle, it becomes permanent, as if you had cast the spell in the same location every day for one year. You can maintain a number of teleportation circles made permanent in this way up to your Wisdom modifier (minimum 1). When you create a new permanent teleportation circle in this way and already have a number equal to your Wisdom modifier, choose one you previously created and it is immediately destroyed.
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