Divine Domain: Travel Domain
From tribal migrations to the march of the armies of empire, sentient creatures have always needed to travel, and they have called on the gods of road and river, of ship and path, to aid them getting from one place to another. Servants of these gods are often explorers, leaving behind shrines and maps for those who follow, but are just often guides and guards on well-traveled paths.
Gods whose portfolios include the travel domain – such as Kol Korran and the Traveler – are patrons to travelers and explorers, particularly House Orien for Kol Korran.
Travel Domain Spells
|1st||comprehend languages, expeditious retreat
|3rd||find steed, spider climb
|5th||haste, water walk|
|7th||dimension door, freedom of movement|
|9th||passwall, tree stride
At 1st level, you are blessed with quickened travel. You base movement speed is increased by 5 feet. At 8th level this bonus increases to 10 feet, and 15 feet by 17th level. While mounted, your mount is also granted this bonus.
At 1st level, you gain proficiency in either vehicles (land) and cartography tools, or vehicles (water) and navigator’s tools or animal handling. Your proficiency bonus is doubled when using any of these skills.
Channel Divinity: Fork the Road
You can summon a tremendous wind to protect you in times of need. As a reaction when you take damage from a melee attack, you are pushed back 5 feet from the creature that damaged you and the creature must make a Dexterity saving throw. Creatures one or more sizes larger than you have advantage on this save. On a failed save, the creature is pushed back 10 feet and is knocked prone. On a successful save, the creature is pushed back only 5 feet. If this movement would cause the creature to hit a wall or another creature, it takes 1d8 bludgeoning damage.
Channel Divinity: Tail Wind
Starting at 6th level, when cast a spell on an ally, you can use a bonus action to grant them an additional 15 feet to their movement speed for up to one minute.
Freedom of the Road
At 8th level, movement becomes second nature to you, you may concentrate on one spell which affects movement in addition to concentrating on other spells normally. At 17th level this increases to two spells. When you use this feature you must take a short rest or a long rest before using it again.
At 17th level, you add teleport to your list of cleric spells you can prepare. When you use teleport you treat the familiarity of the target as Very Familiar.
View the Domains of the Deities of Eberron to find out which faiths will allow you this domain.