Divine Domain - Travel
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 traveller.
Travel Domain Spells
|1st||expeditious retreat, jump|
|3rd||find steed, misty step|
|5th||haste, phantom steed|
|7th||dimension door, freedom of movement|
|9th||teleportation circle, tree stride|
At 1st level, you gain proficiency with land and water vehicles, as well as navigator’s tools. You also learn one language of your choice.
At 1st level, you are blessed with quickened travel. Your speed is increased by 5 feet. At 10th level, this bonus increases to 10 feet. While you are mounted, your mount is also granted this bonus.
Channel Divinity: Traveling Companion
Starting at 2nd level, you can use your Channel Divinity to share beneficial magic with a traveling companion.
When you cast a spell targeting a single friendly creature, you can use your Channel Divinity to target a second friendly creature (including yourself) in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.
Channel Divinity: Divine Transposition
Starting at 6th level, you can use your Channel Divinity to teleport or to swap positions with allies.
As an action, you can use your Channel Divinity to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you gain the ability to prepare the teleport spell, which counts as a cleric spell for you. You treat your familiarity with the destination as very familiar, unless it is a false destination.
Additionally, any creatures you teleport (via any means, not just teleport) are granted the effects of a freedom of movement spell for 1 minute after arriving at their destination.