tombowings
First Post
Here's yet another new domain, travel this time. Please feel free to critique or nitpick. The more heartless the better!
Travel Domain
The realm of vagabonds, merchants, messangers, and adventurers, the gods of the travel domain – including Hermes, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. The traveling priests of inhospitable regions also tend to represent the gods of travel.
Travel Domain Spells
Cleric Level Spells
1st Feather fall, jump,
3rd Find steed, suggestion
5th Fly, haste
7th Dimension door, freedom of movement
9th Hold monster, passwall
Blessing of Travel
When you select this domain at 1st level, you gain proficiency in one of the following skills of your choice: athletics, perception, or persuasion. Also, while you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Clever Escape
Also at 1st level, you are granted a knack for wiggling and scrapping your way out of trouble. Whenever, you make a saving throw, you may grant yourself advantage on the saving throw as a reaction.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Fleet of Foot
Starting at 2nd level, you can use your Channel Divinity class feature as a bonus action to double your normal movement rate for 1 minute. During this period, your high and long jump distance is also doubled.
Channel Divinity: Missed Step
Starting at 6th level, you use your Channel Divinity as a reaction to cause a creature 60 feet of you that you can see to stumble and fall. The target must make a Dexterity saving throw. On a failed save, the creature is knocked prone and its movement ends.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Perfect Travel
At 17th level, add the teleport spell to your list of domain spell. It is always considered prepared and counts as a cleric spells for you. When you cast teleport, you are always considered very familiar with the destination via the will of the god of travel.
Travel Domain
The realm of vagabonds, merchants, messangers, and adventurers, the gods of the travel domain – including Hermes, Fharlanghn, Shinare, and Olladra - are popular among any who frequent the roads or sail the seas. The traveling priests of inhospitable regions also tend to represent the gods of travel.
Travel Domain Spells
Cleric Level Spells
1st Feather fall, jump,
3rd Find steed, suggestion
5th Fly, haste
7th Dimension door, freedom of movement
9th Hold monster, passwall
Blessing of Travel
When you select this domain at 1st level, you gain proficiency in one of the following skills of your choice: athletics, perception, or persuasion. Also, while you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Clever Escape
Also at 1st level, you are granted a knack for wiggling and scrapping your way out of trouble. Whenever, you make a saving throw, you may grant yourself advantage on the saving throw as a reaction.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Fleet of Foot
Starting at 2nd level, you can use your Channel Divinity class feature as a bonus action to double your normal movement rate for 1 minute. During this period, your high and long jump distance is also doubled.
Channel Divinity: Missed Step
Starting at 6th level, you use your Channel Divinity as a reaction to cause a creature 60 feet of you that you can see to stumble and fall. The target must make a Dexterity saving throw. On a failed save, the creature is knocked prone and its movement ends.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Perfect Travel
At 17th level, add the teleport spell to your list of domain spell. It is always considered prepared and counts as a cleric spells for you. When you cast teleport, you are always considered very familiar with the destination via the will of the god of travel.