Travel (Dread Unicorn Games)

Gods of travel look after those on the road, path, river, or sea. The gods are called upon to protect wanderers, caravans, and sailing ships. Clerics who follow an entire pantheon in which at least one god includes this domain may take this as their own divine domain.

Table: Travel Domain Spells
Cleric Level Spells
1st expeditious retreat, thunderwave
3rd pass without trace, spider climb
5th haste, water walk
7th dimension door, freedom of movement
9th pass wall, teleportation circle

Bonus Cantrip

At 1st level, you gain the message cantrip.

Hit the Ground Running

Also at 1st level, when an ally within 30 ft. of you is hit, the ally’s speed is increased by 10 ft. until the end of their next turn.

Channel Divinity: Leap of Faith

Starting at 3rd level, you can use your Channel Divinity to jump 30 ft. to any unoccupied space you can see. This changes to a teleport at 13th level.

Channel Divinity: Baleful Teleport

At 6th level, you can use your Channel Divinity once per encounter to cast baleful teleport on one creature within 30 ft. That creature must make a Constitution saving throw. It takes 8d6 force damage and is teleported to any space you can see within 30 ft. on a failed save, or half as much damage and is not teleported on a successful one.

Traveling Strike

At 8th level, when you hit with an attack, you may roll to attack any additional creatures within 10 ft. of the creature you hit.

Flawless Teleport

Once you reach 17th level, you gain the bonus spell teleport, and may cast it with a +50% on the familiarity table.

Section 15: Copyright Notice

Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.