What can I say about this one? I always liked the odd medieval specificity of this domain in 3e, and I was sad to see it so long-absent from 5th. So here it is, my take on a classic.
Cleric Domain of Travel
Some Clerics travel the world, preaching the message of their diety. Others accompany ships or caravans to see their passage is safe and fortunate. Even some simply worship a patron of travelers, and make it their mission to ensure they have safe places to stay, and provisions for their journey. In any case, Clerics of the Travel domain are fortuitous allies, providing protection and wisdom to those often in greatest need of it.
At 1st level, you gain proficiency with martial weapons and heavy armor.
Also at 1st level, your divine mandate to travel freely extends even to battles. You may use your Reaction to prevent a single opportunity attack taken against you or another target within 5 ft. The creature attempting the opportunity attack still uses their Reaction if it is prevented in this way.
Channel Divinity: Place of Respite
Starting at 2nd level, you can you can use your Channel Divinity to create a safe space to rest. As an action, you create a 20ft radius sphere centered on your location that lasts for 12 hours. This field provides safety against a number of non-magical effects.: it remains a comfortable temperature and has breathable air, and creatures in it can see clearly to the edges of the sphere, despite fog or darkness. Creatures in this radius can also sleep while wearing armor with no penalty.
The Place of Respite does not prevent any magical effects that would change the environment of the sphere, such as magical darkness or magical environmental effects.
Channel Divinity: Aura of Alacrity
At 6th level, you can you can use your Channel Divinity to increase the speed and acuity of those around you. As an action, create a 40ft aura that remains centered on you for 1 minute. While in this aura, friendly creatures have their movement speed increased by 10 feet, and gain advantage on Dexterity saving throws.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Flicker of Exile
At 17th Level, when you hit a creature with a melee weapon attack, you may use your bonus action to force the target to make a Wisdom Saving throw. If the creature fails, your attach deals an additional 2d8 force damage and you may teleport that creature 15 feet in any direction into an unoccupied space. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.