Skip to main content

Travel Domain (Redux)

Divine Domain
Comments from the Finger: Weird West is coming this month on Patreon. The book has three clerics.
     We never were really happy at our first pass at the Travel Domain. In 3.5, this domain was powerful for a few reasons, but mostly because of its focus on teleportation, which doesn’t seem thematically apt anymore. I think our first effort failed to revive this domain from 3.5, so hopefully this attempt will fix all those problems.

Travel Domain (Redux)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain – including Parcel and Risk in Manifest – are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Travel Domain Spells
Cleric Level   Spells
1st feather fall, longstrider
3rd find steed, misty step
5th fly, haste
7th dimension door, private sanctum
9th passwall, teleportation circle
 
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn the message cantrip.
 
Trailblazer
At 1st level, your movement speed increases by 5 feet. This movement bonus increases by 5 feet at 8th level (10 feet), and again at 14th level (15 feet).
     Additionally, moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on saving throws against spells that restrict movement, such as entangle or hold person.
 
Channel Divinity: Tail Wind
Starting at 2nd level, as a bonus action, you can use your Channel Divinity to grant up to 5 creatures that you can see within 60 feet you choose a temporary boost of speed. For the next hour, the base movement speed of each creature affected increases by 10 feet.
 
Freedom of the Road
At 6th level, as a bonus action, you can speak a prayer to the winds to clear your path of adversaries. Each creature that you choose within 20 feet of you must make a Strength saving throw or be pushed 15 feet away from you and knocked prone. Creatures that are Huge or larger have advantage on this saving throw.
     You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all uses of this feature when you finish a short or long rest.
 
Divine Smite
At 8th level, you gain the ability to infuse your weapon strikes with extra kinetic 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
 
Nomad
At 17th level, you are more at home on the road than anywhere else. Opportunity attacks made against you automatically miss.
 

Changelog: 2/12/17: Bonus Cantrip: Exchanged for Bonus Proficiencies, four finesse or ranged weapons. You still get the message cantrip
Trailblazer: Speed increases at 8th level and 14th level

 

 

Leave a Reply