Cleric Domain: Travel
|1st||longstrider, feather fall|
|3rd||spider climb, rope trick|
|5th||fly, water breathing|
|7th||dimension door, hallucinatory terrain|
|9th||teleportation circle, passwall|
You are proficient with the vehicle type of your choice and may add your proficiency modifier to Animal Handling checks made for riding.
Once per long rest you can create rations equal to half your cleric level (minimum 1).
Starting at 2nd level you can use your Channel Divinity as a reaction to add +10 to your own roll for a Survival Roll or a Saving throw against becoming paralysed, restrained, grappled or prone. You may do this after the dice has been rolled but before the GM has announced the result.
At 6th level your You can use your Divine Path ability on a creature you can see within 30 feet.
At 8th level, you gain the ability to infuse your weapon strikes with inertial 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 2d6 force damage to the target if you have moved at least 10 feet in that turn. When the cleric reaches 14th level, the extra damage increases to 3d6.
Starting at 17th level you cannot become exhausted or fatigued from travelling. Your carrying capacity is doubled and you can continue to walk at your normal pace while sleeping, eating, trancing, resting or meditating to prepare spells.