Voyages across oceans, over mountain ranges, through
steaming jungles, and from one world to the next all have
an aspect of the sacred to them. The wisdom, knowledge,
and prosperity gained through furthering one's experience
of the world also venerates the gods who made such places
and those who watch over such journeys. An agent of such
deities finds themselves in some demand as a charm for
safe travel, though the wise know the gods often consider
an easy journey to be less beneficial to the traveler's spirit.
Cleric Domain Spells
Cleric Level | Spells |
1st |
Comprehend Languages, Longstrider |
3rd |
Find Steed, Pass Without Trace |
5th |
Haste, Water Walk |
7th |
Dimension Door, Freedom of Movement |
9th |
passwall, teleportation circle |
Born to the Road
When you choose this domain at 1st level, you gain
proficiency in one of the following skills of your choice:
Insight, Nature, or Survival. In addition, you learn two
standard languages of your choice and gain proficiency
with cartographer’s tools.
Channel Divinity: Reinvigorate
Starting at 2nd level, you can use your Channel Divinity
to remove one level of exhaustion from yourself or from
someone else you touch.
Trailblazer
Beginning at 6th level, if you are planning to travel any
distance longer than 5 days’ travel and you have a map of
the region to be traversed or firsthand knowledge of the
area, you can find a shortcut. Using the alternate path can
reduce your travel time by 50 percent.
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 lightning damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.
World Traveler
At 17th level, you ignore difficult terrain, and you gain
resistance to cold and fire damage.
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