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The Travel Domain is a Divine Domain available to the Cleric class.


The very roads, tunnels, waterways, and skies embody the spirit of the Travel Domain. The spirit of Travel is shared by merchants, adventurers, and vagabonds alike. Travelers sometimes brings wealth and sometimes brings ruin. Either way, travelers gain a wealth of experience and stories to share with the world.

Clerics of the Travel Domain are generally peaceful, but some might be from an order of sellswords.

Travel Domain Spells[]

Cleric Level Spells
1st Comprehend Languages, Longstrider
3rd Enhance Ability, Find Steed
5th Fly, Leomund's Tiny Hut
7th Dimension Door, Freedom of Movement
9th Passwall, Teleportation Circle

Well-traveled Acolyte[]

Clerics of the Travel Domain learn much from traveling the world. When you choose this domain at 1st level, you gain 3 proficiencies of your choice from the following: Land vehicles, Water vehicles, Navigation tools, Cartographer's tools, Cobbler's tools, Cook's utensils, Herbalism kit, any one Gaming set, any one Musical instrument, any one Language, or any one Martial weapon.

Traveler[]

Also at 1st level, you gain the Mariner fighting style. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Channel Divinity: Prolong Domain Spell[]

Starting at 2nd level, you gain the following Channel Divinity option:

Prolong Domain Spell. When you cast a Travel Domain spell with a duration of 1 hour, you can spend a use of Channel Divinity to prolong its duration to 8 hours.

Fast Movement[]

Starting at 6th level, add 10 feet to your base speed. Any mount you ride and vehicle you steer also gain this benefit.

Divine Strike[]

Starting 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.

Extraplanar Traveler[]

Starting at 17th level, you may cast Gate once per week without expending material components nor a spell slot. You additionally acclimate to the plane the Gate is open to by gaining the appropriate damage immunity and movement modes appropriate for the plane for as long as you remain on that plane.

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