Travel Domain and Oath of The Templar

Travel Domain

The gods of travel are worshipped by many people, from merchants, to travelling minstrels, to many of those on the wrong side of the law. Including Odin, Hermes and Khonsu, these gods watch over those on the roads and seas that pass through the wilderness and join together towns and cities. Clerics of this domain spend most of their time on the road, protecting travellers and performing services in the towns they pass through, in return for room and board before they continue their neverending journey.

Travel Domain Spells

Cleric Level Spells 1st Expeditious Retreat, Longstrider 3rd Animal Messenger, Rope Trick 5th Create Food and Water, Leomund's Tiny Hut 7th Find Greater Steed, Freedom of Movement 9th Control Winds, Teleportation Circle

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, land vehicles and water vehicles.

Wanderer's Soul.



Also starting at 1st level, you are imbued with a traveller's spirit. You gain the following benefits:



While not wearing heavy armour or wielding a shield, your base walking speed increases by 10 feet.



You always know which way is north



Additionally, you and a number of companions equal to your cleric level plus your Wisdom modifier (min of 1) can travel at a fast pace without suffering penalties to your perception checks.

Channel Divinity: Map the Land



Starting at 2nd level, you can use your Channel Divinity to gain an awareness of the land around you. As an action, you present your holy symbol and gain a bird's-eye view of the area surrounding you. You learn the position of any roads, major landmarks and the general lay of the land within a number of miles equal to your Wisdom modifier. (Minimum of 1 mile). Additionally, you learn the natural weather in the area for the next 24 hours.

Travel God's Knowledge



At 6th level, you gain an understanding of the land around you, as well as the best routes to take. You ignore difficult terrain. Additionally, you can add your Wisdom modifier to your initiative rolls.

Divine Strike

At 8th level you gain the ability to infuse your weapon strikes with divine 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 thunder damage to the

target. When you reach 14th level, the extra

damage increases to 2d8.

Journey's End



At 17th level, you gain the ability to truly channel the movement of your god. As an action, you speak a prayer

and gain the following benefits for one minute:



Your movement speed increased by 15 feet



You can Dash as a bonus action



When you move, you can teleport to your

destination instead of walking.



You can use this feature once, and regain this

use after you finish a short or long rest.











































