Divine Domain: Travel Domain
Travel deities, also frequently known as liminal deities, the crossers of thresholds. Travellers of every stripe are known to pay homage to such dieties.
These gods often watch over travel, dramatic life choices, rites of passage and the transition of souls. Heremes, Ganesh, Ek Chuah, Odin and Min count among these deities.
| Cleric Level | Features |
|---|---|
| 1st | Domain Spells, Polyglottal Pilgrim, Safe Passage |
| 2nd | Channel Divinity: Shortcut |
| 6th | Swift Stride, Evasive Jaunt |
| 8th | Potent Spellcasting |
| 17th | Tireless Journey |
Domain Spells
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 | Comprehend Languages, Longstrider |
| 3rd | Locate Object, Spider Climb |
| 5th | Tongues, Water Walk |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Passwall, Teleportation Circle |
Polyglottal Pilgrim
When you pick this domain at 1st level, you gain the ability to speak, read, and write the two languages of your choice until you finish your next long rest.
You when you complete a long rest, you can pick two new languages in their place.
Safe Passage
When a creature makes an opportunity attack, You can use your reaction to increase the AC of the target of that attack by your Proficiency bonus, until the end of your next turn.
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: Shortcut
Starting at 2nd level, you can use your Channel Divinity to create a passage through the space between objects.
As an action, you select a 5-foot wide section of an object and create a tunnel through it, until the start of your next turn. If there is an already existing seam in the object, the tunnel can extend up to 30 feet. Otherwise, it can only extend up to 15 feet.
If you use this ability on a magic barrier or ward, you must make a Wisdom check with a DC equal to 10 + the level of the spell creating the object to make a passage through it. Otherwise, this ability fails and a use us wasted.
This ability also fails, if the object you are creating a tunnel through has any amount of lead in it.
Swift Stride
Beginning at 6th level, your base movement speed increases by 10 feet.
Evasive Jaunt
Also starting at 6th level, you can disengage as a bonus action.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tireless Journey
By 17th level, you become immune to exhaustion and your base movement speed increases by an additional 10 feet.
In addition, you can select a number of creatures up to your Wisdom modifier (minimum 1) within 120 feet. The selected creatures' movement speed increases to equal your movement speed, if theirs isn't already higher.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.