Traveling Domain
Gods whose portfolios include the Travel domain— such as Desna, Avandra, Fharlanghn, and Hermes— are patrons of travelers and explorers, whether by sea or land. Travel gods send their priests wandering throughout the world as itinerant preachers, or as guides to those who travel the roads, rivers, wilds, and seas of the world. Followers of Travel gods worship at small roadside temples or self-made shrines at locations important to the traveler, and often make quick friends with those they meet on the roads and ships they call home.
Teleportation is the highest form of travel, so the gods of this domain often bestow such capabilities to their followers. Clerics of Travel may also be stewards of portals or teleportation circles.
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Travel Priest
Medium humanoid (any race), any alignment
- Armor Class 14 (chain mail)
- Hit Points 39 (6d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 15 (+2) 14 (+2) 16 (+3) 13 (+1)
- Skills Medicine +4, Survival +5
- Senses passive perception 13
- Languages Any three languages
- Challenge 1 (200)
Traveling Companion (2/Day). When the priest casts a spell that targets only a friendly creature and doesn’t have a range of self, the priest can to also target itself with the same spell. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level, Additionally the priest is proficient with navigator's tools and all vehicles.
Spellcasting. The priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): comprehend languages, cure wounds, expeditious retreat, sanctuary
2nd level (3 slots): lesser restoration, misty step, spiritual weapon
3rd level (3 slots): find steed, glypth of warding, mass healing wordActions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Divine Transposition (3/Day). The priest can teleport up to 30 feet to an unoccupied space that it can see. Alternatively, it can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, the priest and the creature both teleport, swapping places. An unwilling creature must succeed on a DC 12 Charisma saving throw or both targets teleport, swapping places.