Gods of the Travel Domain are usually not the primary god in a pantheon, but is often offered sacrifices by those who travel frequently or embark on a long trip (caravan leaders, ship's captains, pilgrims, messengers, soldiers on a march, etc.). Hermes of the Greek or Mecury of the Roman pathos would be an example of a deity that may embody the Travel domain.
Usually priests and clerics of such deities are either itinerant or pilgrims. Often the worshipers don't settle down long enough to build temples, roadside shrines being more common.
At certain levels you gain access to Domain Spells. At some levels you have a choice of spells. These choices may be changed whenever you gain a level.
Travel Domain Spells
|1st||purify food and drink, longstrider|
|3rd||find steed, pass without trace|
|5th||fly, tiny hut|
|7th||fabricate, freedom of movement|
|9th||far step, teleportation circle|
Blessing of the Traveler
Starting when you choose this domain at 1st level, you gain advantage on social interaction checks (Intelligence, Wisdom, and Charisma) in regard to obtaining lodging, provisions, directions, or joining a group of travelers (such as a caravan or on a ship).
In addition, you ignore the effects of difficult terrain. You have resistance to damage caused by terrain hazards and have advantage on any saving throws made to resist or avoid the effects of dangerous terrain.
Also your travel pace is double normal for you and up to 10 creatures or vehicles within 120 feet of you.
Channel Divinity: Ward
Starting at 2nd level, you can use your Channel Divinity to ward an area. The spherical radius of the ward is equal to 10 feet times your Wisdom modifier (minim of 10 feet). The ward is stationary, centered on you when you create it. If used at the beginning of a short or long rest, the ward lasts until the end of the rest. Otherwise it lasts a number of rounds equal to your proficiency bonus.
The ward has the following effects:
- It prevents Outsiders (creatures from another plane, such as astral or ethereal creatures, celestials, fey, fiends, and elemental creatures) and Undead from entering the warded area. This does not work against outsiders if you are on their home plane.
- It will warn the cleric (telepathically) if a creature with hostile intent enters (or attempts to enter) the warded area.
- It prevents vermin and pests (such as flies, mosquitoes, rats, etc.) from entering the area.
Channel Divinity: Tongues
Starting at 6th level, as an action, you can use your Channel Divinity to permanently learn the language of a creature that is within 30 feet of you (whether they are speaking it or not). Once you learn a language, you can speak, read, and write it. If the target speaks more than one language, the GM chooses which one you learn (must be one the cleric does not know).
You may learn a number of languages this way equal to your proficiency bonus. If you have learned that many languages through this means, you may still use this feature, but must forget one of the languages that you have learned this way to make room for the new language.
At 8th level, You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Rule Tip: Divine Strike vs. Potent Spellcasting 
The Divine Domains in the Player’s Handbook (5e) each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting.
At 17th level, you can can spend an action to remove one level of exhaustion from yourself or another creature. You can do this a number of times equal to your proficiency bonus. This ability recharges when you complete a long rest.
In addition, you automatically remove one level of exhaustion from yourself when you complete a short rest.