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### Travel Domain Gods of travel - including Baervan Wildwanderer, Marthammor Duin, Tymora, and Hermes - watch over all those who journey through wilderness and towns. Some help shepherd poor and weary souls on the road. Others guide the adventerous and curious out into the unknown. And some protect nomadic peoples. Followers are always on the move, looking for the next horizon or the next opportunity. They let nothing hold them back, and often seek to promote free movement of goods and people around them. ##### Travel Domain Spells |Cleric Level|Spells| |:-:|-| |1st|Expeditious Retreat, Longstrider| |3rd|Find Steed, Levitate| |5th|Fly, Haste| |7th|Dimension Door, Freedom of Movement| |9th|Far Step, Teleportation Circle| #### Seasoned Traveler At 1st level you gain proficiency with cartographer's tools and one additional language. You also gain training in the Survival skill. You also gain the Shillelagh cantrip. #### Channel Divinity: Restless Pace Starting at 2nd level, you can use your Channel Divinity to compel others to movement. As an action you may present your holy symbol casting a light aura for 30 feet around you that last for 1 minute. You may spend your reaction to increase the movement speed of one ally in the aura that you can see by an amount equal to half their normal movement speed. In addition you can spend your reaction to force one enemy in the aura that you can see to make a Wisdom saving throw. If the target fails its movement speed is reduced by half, and you may force it to use its Move action to follow a path of your choice #### Home is Where the Heart is At 6th level your divine power makes any resting area feel like home. During a short rest, any friendly creature that rolls one or more dice to regain Hit Points may re-roll any rolls of a 1. In addition, during a Long Rest any friendly creature that regains Hit Dice regains an additional Hit Dice up to their maximum number. Finally, during a short or long rest friendly creatures within 30 feet of your holy symbol make Perception checks with advantage. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. \columnbreak #### Nomad's Power Starting at 17th level, you may cause your next cantrip attack to do an additional amount of damage equal to the number of feet you have moved away from where you started this turn. On a miss, you deal half damage. You must complete a long rest before you use this ability again.