Travel Domain (Variant) (5e Subclass)
From D&D Wiki
Travel Domain (Variant)[edit]
Cleric Subclass
For itinerant priests more at home ministering to the needy on the road than in a temple, the divine domain of travel allows them to fulfill both their religious duties and wanderlust while minimizing the hardships encountered by such travelers. It also attracts explorers searching for a metaphysical purpose beyond the physical spaces they discover. Better yet, travel is rarely the sole domain of most gods capable of granting its power, so there are often more sedentary fellow clerics of their order around their pitstops. This is especially true in major cities as such deities are often associated with trade, luxuries, nature, or the sea. Such gods and goddesses tend to focus more on their clerics’ results in their name and service rather than strict dogmatic adherence, especially for those clergy that spend more nights in taverns than days in temples.
World | Deities | ||
---|---|---|---|
General | Hermes, Hermod, Lugh, Puchan, Volos | ||
Abeir-Toril | Mielikki, Tymora, Waukeen | ||
Eberron | Kol Korran, Olladra, The Traveler | ||
Far Realm | Nyarlathotep, Yog-Sothoth | ||
Greyhawk | Celestian, Fharlanghn, Osprem | ||
Krynn | Habbakuk, Hiddukel, Shinare | ||
- Bonus Proficiencies
At 3rd level, you gain proficiency with two of the following skills, tools, or vehicles: Acrobatics, Animal Handling, Cartographer’s tools, Navigator’s tools, Vehicles (air), Vehicles (land), Vehicles (space), Vehicles (water). Your DM can restrict the Vehicles (air) and Vehicles (space) proficiencies to the Eberron and Spelljammer settings, respectively. You also learn to speak, read, and write two languages of your choice.
At 10th and 17th levels, you gain one additional proficiency from this list and learn one additional language.
Cleric Level | Spells | ||
---|---|---|---|
3rd | feather fall, longstrider, pass without trace, spider climb | ||
5th | fly, water walk | ||
7th | dimension door, freedom of movement | ||
9th | passwall, teleportation circle | ||
- Fleeting
Starting at 3rd level, divine momentum infuses your every step. Your movement speed increases by 10 feet. It increases another 10 feet at 11th level. You also gain advantage on Constitution saving throws against exhaustion. At 19th level, you also gain advantage on saving throws against any effect that would reduce your movement speed.
- Well-Traveled
Starting at 3rd level, 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 their 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 and can’t be surprised as long you aren’t incapacitated.
- If you are traveling alone at a normal pace, you are able to use Stealth as if traveling at a slow pace.
- If you are traveling alone at a fast pace, you do not gain a -5 penalty to your passive Wisdom (Perception) score.
- If you have proficiency with both the Perception and Survival skills, you gain expertise with both skills, which means your proficiency bonus is doubled for any ability check you make with either skill.
Channel Divinity: Tailwind[edit]
Starting at 3rd level, you can use your bonus action to present your holy symbol, invoking your deity's blessing. For 1 minute, you and up to 5 creatures of your choice within 30 feet of you gain the following benefits.
- Their movement speed is increased by 5 feet * your Wisdom modifier (minimum 5 feet).
- They can use dash as a bonus action.
- Their initiative order score is increased by a bonus equal to your Wisdom modifier (mininimum 1).
- opportunity attacks have disadvantage against affected creatures.
- Free Way
Starting at 6th level, your experience on and magic of the road has better equipped you to leave it. You gain climbing and swimming speeds equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free and walk across any liquid surfaces as if it were solid ground. You can breathe air and water or hold your breath indefinitely. Your body is adapted to both high altitudes and oceanic depths and you don’t suffer the effects of either extreme cold or extreme heat. You can add a bonus equal to your Wisdom modifier to Strength (Athletics) and Dexterity (Acrobatics) checks you make related to climbing, swimming, or jumping (minimum 1).
You also have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect hazards, secret doors, and traps.
- Land's Stride
Starting at 8th level, 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.
- Divine Traveler
Starting at 17th level, the roads to many places and worlds opens up before you. You can cast dream of the blue veil, plane shift, or teleport without expending a spell slot. You are always on target if possible. Once you use this feature, you can’t do so again until you complete a long rest. You can also cast these spells using any 7th or higher level spell slots you have. Wisdom is your spellcasting ability for all the spells.
Back to Main Page → 5e Homebrew → Character Options → Subclasses