Travel Domain
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Feather Fall, Longstrider |
| 3rd | Find Steed, Misty Step |
| 5th | Fly, Haste |
| 7th | Dimension Door, Freedom of Movement |
| 9th | Passwall, Teleportation Circle |
Level 3: Well-Traveled
You gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn two languages of your choice.
Level 3: Jaunt
Your god hastens your feet and puts the wind at your back. You can use your bonus action to move 10 feet without provoking opportunity attacks.
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.
Level 3: Channel Divinity - Divine Transposition
You can use your Channel Divinity to relocate your allies. As an action, choose up to three willing Small or Medium creatures you can see (which can include yourself) within 60 feet of you. Each of these creatures teleports into each other’s spaces, swapping places as you choose.
Level 6: Overland Expedition
While traveling, you and up to 10 creatures traveling with you move with supernatural swiftness. You always travel at a fast pace and ignore delays caused by rough terrain, weather, and other nonmagical obstacles. You similarly ignore hazards caused by traveling on other planes of existence. Furthermore, you can travel for 12 hours, instead of 8, before making Constitution saving throws for a forced march.
Additionally, you are unaffected by difficult terrain.
Level 8: Divine Strike
You gain the ability to infuse your weapon strikes with extra kinetic 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Level 17: Godspeed
Your walking speed doubles. If you make an attack while 30 feet or further away from where you began your turn, the extra damage of your Divine Strike increases to 4d8.

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