Divine Domain - Travel Domain

Gods of the Travel domain - such as Celestian, Fharlanghn, Morthammor Duin and The Traveller - are, as the name implies, patrons of those who live life on the road and open sea. Traders, missionaries, couriers and wanderers alike may find themselves worshipping a god of Travel. Large temples to these gods are rare, and instead more commonly you might find small shrines at crossroads or on long empty paths to pray for good fortune. Typically neutral or good, their followers often embody a natural curiosity of the world and have a great wealth of knowledge to draw upon.

Masters of Land, Sea and Sky

You gain proficiency with both land and water vehicles and the Survival skill. If air vehicles are available in your game, you also gain proficiency with these. In addition, at the end of a long rest you can designate a number of creatures equal to half your wisdom modifier rounded up (minimum 1). These creatures, and yourself, are not affected by difficult terrain until the end of your next long rest.

You also learn the Prestidigitation cantrip.

Domain Spells

Cleric Level Spells
1st Longstrider, Tenser's Floating Disk
3rd Animal Messenger, Find Steed
5th Fly, Leomund's Tiny Hut
7th Find Greater Steed, Freedom of Movement
9th Control Winds, Teleportation Circle

Channel Divinity: Shifting Winds

Starting at 2nd level you can use your channel divinity to call winds that move creatures around the battlefield. As a bonus action, you can move any creatures you choose within a 30' radius of yourself a distance of up to 20' in any horizontal direction. Unwilling creatures can make a strength saving throw to negate this effect.

No Road Untrod

From 6th level you gain a climb and swim speed equal to your walking speed. Your walking speed is increased by 10', and this speed increase applies to any movement speeds of mounts you ride.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Perfect Teleportation

From 17th level you learn and are always treated as having the spells Teleport and Gate prepared without them counting against your normal allocation of prepared spells. You can cast Teleport once per long rest without expending a spell slot, and if you do so you are always treated as being 'Very Familiar' with the location, unless it is a "False Destination" when you do so.