Travel Domain
The gods of Travel favor both those who blaze new paths and guard well known ones. Adventurers, Peddlers, Tinkers, Nobles, Warlords, and Merchants all ask the boons of the Travel Gods. Shaundakul & Waukeen in the Realms, Celestian & Fharlanghn in Greyhawk, Shinare in Dragonlance, and Kol Korran of Eberron are a few examples of Gods whose domains includes Travel.
The keynotes of a follower of Travel are Finding new paths - to known or unknown destinations, being a boon to fellow or found travelers, a bane to raiders ambushers or predators upon travelers and a seeker of their lairs, and flexibility and tenacity in the face of the unexpected.
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
| 1 | Comprehend Languages, Hunter's Mark |
| 3 | Pass Without Trace, Spider Climb |
| 5 | Conjure Animals, Water Breathing |
| 7 | Dimension Door, Mordenkainen's Private Sanctum |
| 9 | Passwall, Wall of Stone |
| 17 | Teleport |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons and you learn 1 cantrip from the Sorcerer Spell List.
Escape Routes
At 1st level, you can spend a bonus action to take the disengage action.
Channel Divinity: Trail Breaker
Starting at 2nd level, as an action you can use your Channel Divinity to smooth or hinder the movement of creatures within 30'. Total creatures up to your Wisdom modifier (min 1) that you designate in range ignore difficult terrain and have 10 additional movement for 1 minute, or must make a Dexterity saving throw with a failure setting their movement speed to 0 until the end of their next turn.
Extra Attack
Starting at 6th Level, you can Attack twice, instead of once, whenever you take the Attack Action on Your Turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. This additional damage is Magical.
Divine Guide
At 17th level, your traveler's intuition is always at the alert. You can't be surprised, and have advantage on initiative checks. You have advantage on Dexterity Saving Throws against Effects that you can see, such as those caused by traps or Spells. To gain this benefit, you can’t be stunned, paralyzed, or incapacitated.
Additionally, you gain knowledge of the Teleport spell, which you always have prepared but does not count against your maximum number of prepared spells. You can cast this spell once per day without requiring a spell slot. When you do so, a target cannot be less than "Seen Casually", and you reroll any roll under 25 on Teleport's D100 Destination Table.
Fan Content Policy
"Travel Domain" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Light of Promise MtG Art from Core Set 2021 by Cristi Balanescu