The Travel domain in Pondaera is the purview of Hoofshaw and Khohshek, the gods of freedom and darkness. This domain focuses on movement from place to place, whether it is across the battlefield or to another plane of existence. Their patrons are often generals, adventurers, travelers or pilgrims. The clerics work to keep all planes connected and make the world a smaller place. In some forms they are peaceful clerics of a community, in others they are using travel to keep an enemy off balance.
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Animal Handling, History, Nature, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage.
If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends.
If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
At 6th level, when you deal radiant or necrotic damage to a Large or smaller creature, you can also teleport it up to 10 feet in any direction. This can not be into solid objects and if you use this to teleport them into the air, they will take no damage from the fall, but mush make a DC 13 acrobatics check or fall prone.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.