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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.
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 feature
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.

Wide Wanderer

1st-level Travel Domain feature
While 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 feature
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.

Fleet Footed

6th-level Travel Domain feature 
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.

Potent Spellcasting

8th-level Travel Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Golden Road

17th-level Travel Domain feature
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.

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