Travel Domain

The clerics of travel are a wandering sort, never staying in one place for very long and always looking to move on. Their gods send them out to walk the world, sail the seas, and push on to see what is over the horizon. Journeys are not just within the purview of their deities, but those who travel as well. The clerics of traveling gods are also defenders of travelers, looking after pilgrims, nomads, adventures, and merchants. The later often have their own gods who provide this domain so that trade can carry on without interruption.

Travel Domain Spells
Cleric Level Spells
1st jump, longstrider
3rd find traps, pass without trace.
5th haste, water walk
7th freedom of movement, hallucinatory terrain
9th teleportation circle, tree stride

Ramblin’ Cleric

At 1st level your speed increases by 10 feet.

Also, you may gain one of the following at your base speed: burrow, climb, or fly, for a number of Minutes equal to your Wisdom modifier. You may do this once and regain use following a short rest.

Bonus Proficiency

Also at 1st level, you gain proficiency in either Vehicles (land) or Vehicles (water).

Channel Divinity: Fast Pace

Starting at 2nd level, you can use your Channel Divinity to speed up your companions.

As an action, you present your holy symbol and evoke your deity’s name. Choose a number of allies equal to your Wisdom modifier plus your proficiency bonus. For the next hour you and the chosen allies have their speed increased by 10 feet, do not suffer from exhaustion, and ignore difficult terrain.

Long Step

At 6th level, you may take a single step and disappear, reappearing up to 120 feet away. Moving in this manner does not provoke an attack of opportunity. You may do this once and regain use following a long rest.

Channel Divinity: Hide the Path

Starting at 8th level, you can use your Channel Divinity to confuse those pursuing you.

As an action, you present your holy symbol and evoke your deity’s name. Choose a number of creatures equal to your Wisdom modifier that you can see. The chosen creatures must make a Wisdom save or become unable to find their way, lost even in their own homes, for the 1 minute. They can still see around them, but they have no idea which way they need to go to get to where they want to be. They may move as fast as they want to, but it is always in a random direction. Creatures affected by this channel divinity will not move into hazardous areas or out of combat without disengaging, and may choose not to move.

Far Ramblin’

When you use your Ramblin’ Cleric class feature, you may choose to maintain the chosen movement type until you take a short rest. Additionally, you may use Ramblin’ Cleric twice.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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