From tribal migrations to the march of the armies of empire, sentient creatures have always needed to travel, and they have called on the gods of road and river, of ship and path, to aid them getting from one place to another. Servants of these gods are often explorers, leaving behind shrines and maps for those who follow, but are just often guides and guards on well-traveled paths. As they age, they become keepers of inns and archivists of maps. Some serve, in their travels, as cart-makers, merchants, and builders of bridges and roads. Their motto is “ever on, ever on.”
Travel Domain Spells
Cleric Level | Spells |
1st | comprehend languages, sanctuary |
3rd | find traps, locate object |
5th | protection from energy, water walk |
7th | dimension door, freedom of movement |
9th | animate object, planar binding |
Traveler’s Skill
At 1st level, you become proficient with two of the following: Acrobatics, Athletics, Animal Handling, or Survival. You also become proficient with your choices of cartographer’s tools, navigator’s tools, or one type of vehicle. Your proficiency bonus is doubled when you use any of these.
Channel Divinity: Divine Foot Falls
Starting at 2nd level, you can use your Channel Divinity to give yourself a climbing, burrowing, or swimming speed for 1 hour or until you use this feature again.
Channel Divinity: Traveling the Celestial Road
At 6th level, you can use your Channel Divinity to bless a group of willing creatures within 30 ft. of you. Blessed creatures treat difficult terrain as normal terrain for the next 4 hours.
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, it takes an extra 1d8 damage and is slowed, as by the spell slow. At 14th level, the damage increases to 2d8.
Feet Firm on the Path
Starting at 17th level, you cannot be moved unless you choose to be. Physical efforts to move you simply rebound off you, and any magical or similar effect that transports a target to another location or plane fails if it includes you as a target. You may, of course, choose to move.
Longstrider over sanctuary. Haste over Prot. From energy. Teleportation circle over animate object. Slow on hit should be tied to channel divinity or a maximum of Wis mod per LR. Imo, it doesn’t fit the theme and needs more work.
Hey, excellent write-up! I think all the spell selections are spot on as well as the skill selections/expertise. This would couple well with a rogue to make that grizzled traveling adventurer or treasure seeker. Thanks for the domain. -Nerdarchist Ryan