Travel Domain


Deities of Travel represent travellers, explorers, and even merchants that cross great distances regardless of the methods used to travel those distances or the types of terrain the travelers cross. They value exploration and the sharing of ideas and culture from distant lands while they abhor confinement and lethargy.

Travel Domain Spells

Cleric LevelSpells
1Longstrider, Jump
3Misty Step, Animal Messenger
5Sending, Water Walk
7Freedom of Movement, Dimension Door
9Teleportation Circle, Tree Stride

Well Travelled
When you first choose this domain,you learn one language of your choice and gain the innate ability to always know in which direction true north lies regardless of blocking terrain, cloud cover or depth underground. Note that this ability may function differently on planes other than the Prime Material Plane or in any place that lacks a true north.Finally,as your bonus action, you may choose to take an additional Dash action on your turn if you are already taking a Dash action this turn. This bonus action is not available to you if your speed is currently increased by magical means.

Channel Divinity: Inertial Beacon
Starting at 2nd level, you can use your Channel Divinity to place an Inertial Beacon An Inertial Beacon is a magical reference point only you can sense. Once placed, you may freely consult your placed Beacon. Doing so will indicate how many miles and in what direction you are currently standing from the Beacon. For example, if you place an Inertial Beacon in the center of your hometown, then journey 300 miles west and 300 miles north from that spot and then consult your Beacon, you would learn that you are 424 miles NW of your Beacon position. If you happen to be in a place where compass directions are not meaningful, you still receive the distance and direction to the consulted beacon. Should you happen to have more than one placed Beacon, you may choose which Beacon you consult. Once placed, an Inertial Beacon is permanent until removed by you.

You have a limited number of placed Beacons available to you at any one time. Your placed Beacon limit is equal to the number of Channel Divinity uses you have available to you immediately after a long rest. Existing placed Beacons may be discarded by either choosing a Beacon that is no longer needed and spending an Action to dismiss it or by placing a new Beacon when you are already at your limit for active Beacons. In this case, you may choose which older Beacon is removed

Placed Beacons do not cross planar boundaries. It is thus advisable to place a Beacon near the portal or other boundary point used to access a plane such that you may readily return to your transit point should you desire to leave the plane.

Feature: 6th

Feature: 8th

Feature: 17th

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