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Travel Domain

This domain comprises movement, space, and dynamic forces with occasionally destructive effects.

Unsurprisingly, clerics of this domain are often consummate journeyers who do not fear undertaking expeditions into the unknown. Their gods know that they can count on such enterprising emissaries, always willing to venture to the other side of the world, to another plane, or to any other remote, uncharted, or dangerous location. Many religious groups include clerics of this domain, and their mastery of space makes them valuable assets.

Travel Domain Spells
Cleric Level Spells
1st floating disk, longstrider
3rd animal messenger, pass without trace
5th fly, water walk
7th banishment, conjure minor elementals
9th telekinesis, tree stride

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Arcana and Nature skills.

Guide

From 1st level, you are a tireless walker, capable of crossing long distances at a quick pace and of imbuing your traveling companions with your divine endurance. Your speed increases by 10 feet. In addition, when you take a forced march, you and up to six allies must only start making Constitution saving throws against exhaustion after 10 hours, and you have advantage on these saving throws.

Channel Divinity: Speed Burst

Starting at 2nd level, you can gift your allies with increased mobility and swiftness.

As a bonus action, you present your holy symbol and summon invisible waves that distort space in a 30-foot radius. Until the start of your next turn, the speed of all allied creatures in this radius (including you) is doubled and they can take the Disengage action as a bonus action (you can take it at no cost).

Channel Divinity: Distant Contact

Beginning at 6th level, you can thrust your hand through the folds of space and touch a distant creature. When you cast a spell with a range of “touch,” you can increase the range up to 100 feet.

Divine Impact

At 8th level, you gain the ability to infuse your weapon strikes with elemental 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Regroup

When you reach 17th level, you can summon your allies to you in a fraction of a second. As a bonus action, you can designate one or several willing creatures in a 400-foot radius and instantly bring them to an unoccupied space within 5 feet of you.

You can summon a total number of creatures equal to your Wisdom modifier, and can split this number into several uses of this feature. You regain all expended uses when you finish a long rest.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp