Travel Domain

The Travel Domain turns travel, roads, journeys, movement, safe passage and magical transportation into a cleric’s sacred practice and usable rules. Its exact mechanics depend on edition, so the published Pathfinder and 3.5e versions are kept separate rather than blended together.
At a Glance
| Divine Sphere | Travel, roads, journeys, movement, safe passage and magical transportation |
|---|---|
| Typical Role | Mobile support cleric, route-finder and escape specialist |
| Published Rules | Pathfinder 1e and D&D 3.5e |
| Modern D&D Status | No official same-named Travel Domain in 2014 or 2024 D&D. |
| Typical Patrons | Hermes, Mercury, Njord, Hermod |
Edition Applicability
No official same-named Travel Domain in 2014 or 2024 D&D. This page does not invent a modern rules panel merely to fill an edition slot.
Travel Domain — Pathfinder 1e
Rules status: published Pathfinder 1e Core Rulebook domain.
Agile Feet
Your base speed increases by 10 feet. As a free action, you can ignore difficult terrain and movement penalties for 1 round. You can do so a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop
At 8th level, you can teleport a total of 10 feet per Cleric level per day as a move action, spent in 5-foot increments. You need line of sight to the destination. You can bring willing creatures, spending an equal amount of distance for each creature transported.
Pathfinder 1e Travel Domain Spells
| 1st | Longstrider |
|---|---|
| 2nd | Locate Object |
| 3rd | Fly |
| 4th | Dimension Door |
| 5th | Teleport |
| 6th | Find the Path |
| 7th | Greater Teleport |
| 8th | Phase Door |
| 9th | Astral Projection |
Travel Domain — D&D 3.5e
Rules status: published D&D 3.5e SRD domain.
Granted Power
For a total number of rounds per day equal to your Cleric level, you can act normally despite magical effects that impede movement, as though affected by Freedom of Movement. The effect activates automatically when needed. Survival is a Cleric class skill for you.
D&D 3.5e Travel Domain Spells
| 1st | Longstrider |
|---|---|
| 2nd | Locate Object |
| 3rd | Fly |
| 4th | Dimension Door |
| 5th | Teleport |
| 6th | Find the Path |
| 7th | Greater Teleport |
| 8th | Phase Door |
| 9th | Astral Projection |
How the Travel Domain Plays
Travel clerics solve the problem of getting there, getting through and getting out. Pathfinder emphasises speed and short teleportation, while 3.5e gives a daily reserve of freedom from magical movement impediments.
Who Grants the Travel Domain?
Hermes, Mercury, Njord, Hermod are strong existing patrons where this sphere is established in the deity’s portfolio.
Priests, Temples and Rites
Travel can mean merchants’ roads, pilgrim routes, sea voyages, messages, hospitality, migration or supernatural passage between realms. Patron and culture determine which journeys are sacred.
What Are Travel Priests Doing Now?
Travel priests are maintaining way shrines, guiding dangerous crossings, reopening roads after war, blessing ships and caravans, investigating vanished travellers and negotiating safe passage through lands controlled by rival powers.
Related Domains and Character Options
Rules Sources and Licensing
- Pathfinder 1e: powers and spell list follow the Pathfinder Core Rulebook Cleric domain reference.
- D&D 3.5e: granted power and spell list follow the 3.5 SRD Cleric Domains.
- Modern D&D: No official same-named Travel Domain in 2014 or 2024 D&D.
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