New Divine Domain: Travel Domain
Please critique this for mechanical balance!
Travel Domain
The travel domain focuses on auspicious journeys, new beginnings, and satisfying endings. Gods of travel promote boldness, adventure, and discovery. Among the human gods, Thranton the Lord of Lightning is often prayed to by travelers wishing for a successful journey. The halfling god Bunga Proudfoot is also considered to watch over travelers.
Table: Travel Domain Spells
Cleric Level Spells
1st Comprehend Languages, Longstrider
3rd Tiny Hut, Water Walk
5th Legend Lore, Pass Wall
7th Plane Shift, Teleport
9th Foresight, Gate
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with land and water vehicles.
The Road Goes Ever On
At 1st level, your speed increases by 10 feet. Whenever you cast a cleric spell that isn't a cantrip on an ally, that ally's speed increases by 10 feet until the end of your next turn.
Channel Divinity: Travel Quickly
Starting at 2nd level, you can use your Channel Divinity to facilitate quick travel. As an action, designate a creature you can see within 30 feet of you; you can also designate yourself. That creature can immediately teleport to an unoccupied space within 30 feet of itself that it can see. When it arrives in its new space, it gets advantage on one attack it makes before the end of its next turn.
Go Away
At 6th level, you can cast the spell banishment as an action without components and without using a spell slot. You may not cast banishment again until you complete a long rest.
Rest Awhile
At 8th level, as an action you can stop all traveling in your presence. For the next minute, you radiate a "no-travel zone" within 30 feet of you. Any creature of your choice that enters the no-travel zone or starts its turn there must succeed on a Charisma saving throw or its speed becomes 0, and it can’t benefit from any bonus to its speed. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature saves against this effect, it can't be affected again by this use of Rest Awhile. You can't use Rest Awhile again until you have completed a short or long rest.
Supreme Traveler
Starting at 17th level, your speed can never be reduced by magical means and you are immune to forced movement caused by magic. You can expend one use of Channel Divinity to grant this feature to an ally of your choice for the next minute.
Also at 17th level, when you would be afflicted with the grappled, paralyzed, prone, or stunned conditions, as a reaction, you can expend a use of Channel Divinity to end the condition.
Travel Domain
The travel domain focuses on auspicious journeys, new beginnings, and satisfying endings. Gods of travel promote boldness, adventure, and discovery. Among the human gods, Thranton the Lord of Lightning is often prayed to by travelers wishing for a successful journey. The halfling god Bunga Proudfoot is also considered to watch over travelers.
Table: Travel Domain Spells
Cleric Level Spells
1st Comprehend Languages, Longstrider
3rd Tiny Hut, Water Walk
5th Legend Lore, Pass Wall
7th Plane Shift, Teleport
9th Foresight, Gate
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with land and water vehicles.
The Road Goes Ever On
At 1st level, your speed increases by 10 feet. Whenever you cast a cleric spell that isn't a cantrip on an ally, that ally's speed increases by 10 feet until the end of your next turn.
Channel Divinity: Travel Quickly
Starting at 2nd level, you can use your Channel Divinity to facilitate quick travel. As an action, designate a creature you can see within 30 feet of you; you can also designate yourself. That creature can immediately teleport to an unoccupied space within 30 feet of itself that it can see. When it arrives in its new space, it gets advantage on one attack it makes before the end of its next turn.
Go Away
At 6th level, you can cast the spell banishment as an action without components and without using a spell slot. You may not cast banishment again until you complete a long rest.
Rest Awhile
At 8th level, as an action you can stop all traveling in your presence. For the next minute, you radiate a "no-travel zone" within 30 feet of you. Any creature of your choice that enters the no-travel zone or starts its turn there must succeed on a Charisma saving throw or its speed becomes 0, and it can’t benefit from any bonus to its speed. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature saves against this effect, it can't be affected again by this use of Rest Awhile. You can't use Rest Awhile again until you have completed a short or long rest.
Supreme Traveler
Starting at 17th level, your speed can never be reduced by magical means and you are immune to forced movement caused by magic. You can expend one use of Channel Divinity to grant this feature to an ally of your choice for the next minute.
Also at 17th level, when you would be afflicted with the grappled, paralyzed, prone, or stunned conditions, as a reaction, you can expend a use of Channel Divinity to end the condition.