There would hardly be any civilization at all if not for the courageous explorers of old. Deities of the Travel domain often looked down kindly on those travelers and eased their path so that they could reach their destination safely, and where they walk, may someday be the well traveled roads of new kingdoms. Priests of travel deities often have their own motive and pace, yet all are stricken with that same wanderlust.
Travel Domain Spells
|1st||Feather Fall, Longstrider|
|3rd||Spider Climb, Pass Without Trace|
|7th||Freedom of Movement, Sonicstep|
|9th||Teleportation Circle, Passwall|
At level 1, your base walking speed increases by 10 feet. It increases another 10 feet at level 11. You gain advantage on Constitution saving throws against exhaustion.
At level 1, you are skilled in leading groups on journeys. You gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Your group gains a bonus to travel speed equal to your Wisdom Modifier * 10% (minimum 10%). Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. Bonus Proficiencies At level 1, you gain proficiency in all land and water vehicles, as well as Navigator's tools.
Channel Divinity: Tailwind
At 2nd level, you can present your holy symbol as a bonus action to invoke your deity's blessing. For 1 minute, you and up to 5 friendly creatures gain one of the following benefits.
- An increase in base walking speed equal to 5ftx your Wisdom modifier (min 5 feet.)
- The ability to use the Dash action as a bonus action.
- An increase in Initiative equal to your wisdom modifier (min 1).
- Attacks of opportunity have disadvantage on affected creatures.
Freedom of the Open Road
At the 6th level, when you cast spells that increase movement speed, or otherwise effect movement and require concentration, you may maintain concentration on that spell while simultaneously maintaining concentration on another spell.
At level 8, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
At 17th level, you can cast the spell teleport without expending a spell slot. You are always on target if possible. You must finish a long rest to use this feature again.