Line 10: Line 10:
| 1st || +2 || Jack of All Trades, Burst of Stamina || 0
| 1st || +2 || Jack of All Trades, Burst of Stamina || 0
|-
|-
| 2nd || +2 || Traveler Style, Good Samaritan || 300
| 2nd || +2 || Good Samaritan || 300
|-
|-
| 3rd || +2 || Traveler's Luck, Welcome Aid (One Die) || 1,000
| 3rd || +2 || Traveler Style, Welcome Aid (One Die) || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || Ability Score Improvement || 3,000
|-
|-
| 5th || +3 || Traveler Style Feature, Extra Attack || 6,000
| 5th || +3 || Extra Attack || 6,000
|-
|-
| 6th || +3 || Ability Score Improvement || 10,000
| 6th || +3 || Traveler Style Feature || 10,000
|-
|-
| 7th || +3 || Well-Rounded, Magical Experience || 20,000
| 7th || +3 || Well-Rounded, Magical Experience || 20,000
Line 34: Line 34:
| 13th || +5 || Well-Rounded, Welcome Aid (Three Dice) || 140,000
| 13th || +5 || Well-Rounded, Welcome Aid (Three Dice) || 140,000
|-
|-
| 14th || +5 || Ability Score Improvement || 160,000
| 14th || +5 || Traveler's Luck || 160,000
|-
|-
| 15th || +5 || Improved Burst of Stamina || 180,000
| 15th || +5 || Improved Burst of Stamina || 180,000

Revision as of 18:16, 22 December 2022

Traveler

Travelers are considered the most well-rounded and good-at-anything class almost all the time, and they show proficiency in a wide variety of areas without really specializing too much.
Those who consider themselves true travelers must be ready to face or tackle any manner of challenges in their adventures, and they strive to be ready for as many scenarios as possible. Their primary goal for traveling can vary greatly, but the common denominator for all travelers is a desire to get out there and go places, whether it be to learn new spells, acquire new skills and items, or to just see new sights.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Jack of All Trades, Burst of Stamina 0
2nd +2 Good Samaritan 300
3rd +2 Traveler Style, Welcome Aid (One Die) 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack 6,000
6th +3 Traveler Style Feature 10,000
7th +3 Well-Rounded, Magical Experience 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Well-Rounded, Welcome Aid (Two Dice) 60,000
10th +4 Traveler Style Feature, Acquired Resilience 80,000
11th +4 Extra Attack 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Well-Rounded, Welcome Aid (Three Dice) 140,000
14th +5 Traveler's Luck 160,000
15th +5 Improved Burst of Stamina 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Expert Traveler 225,000
18th +6 Traveler Style Feature, Well Rounded, Welcome Aid (Four Dice) 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Wiser and Tougher 350,000

Class Information

Hit Dice. 1d8 per Traveler Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution Modifier per Traveler Level after 1st
Armor Proficiencies. Light Armor, and Shields
Weapon Proficiencies. Simple Weapons, Scimitars, Longswords, Rapiers, Sabers, Longbows, and Hand Crossbows
Tool Proficiencies. Cartographer's Tools and one Musical Instrument
Saving Throw Proficiencies. Dexterity and Intelligence
Skill Proficiencies. Choose two from Athletics, Insight, Investigation, Medicine, Nature, Perception, and Survival
Equipment. Three Simple or Martial Weapons which you are Proficient with, Leather Armor, Cartographer's Tools, a Musical Instrument, and an Equipment Pack

Jack of All Trades

1st Level Traveler Feature
You add half your Proficiency Bonus, rounded down, to any Ability Check you make that you are not Proficient in or have Expertise with.

Burst of Stamina

1st Level Traveler Feature
As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail. You gain the following features:

  • You can use a Bonus Action to gain a number Temporary Hit Points equal to 2d4 + your Strength Modifier.
  • You can use a Bonus Action to take the Dash, Dodge, Grapple, Help, or Shove Action.
  • When you make a Strength or Constitution Check or Saving Throw, you can grant yourself Advantage on the roll.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Good Samaritan

2nd Level Traveler Feature
You have Advantage on Wisdom (Perception) Checks to find wounded creatures and nearby threats.
Additionally, you can cast the Cure Wounds Spell at 1st Level without expending a Spell Slot. You use Wisdom as your Spellcasting Ability for this Spell. Once you cast the Cure Wounds Spell int his way, you must finish Long Rest before being able to do so again.
At certain Levels in this class you can cast the Spell additional times between Long Rests and at higher Levels:

  • At 6th Level, you can cast this Spell once at 1st and 2nd Level each.
  • At 12th Level, you can cast this Spell once at 1st, 2nd and 3rd Level each.
  • At 18th Level, you can cast this Spell once at 1st, 2nd, 3rd, and 4th Level each.


Traveler Style

3rd, 6th, 10th, and 18th Level Traveler Feature
You choose one of the Traveler Styles in the table below who's signature technique you develop.

Welcome Aid

3rd Level Traveler Feature
While Travelers are more than capable of fighting competently on their own, they often welcome the aid of teammates to make their own work even more effective.
When you hit on a Weapon Attack, if there is a conscious friendly creature within 10ft of you, you roll the Weapon's Damage Die one additional time and add it to the Damage of the Attack.
When you reach certain Levels in this class, you roll the Weapon's Damage Die more times: you roll the Weapon's Damage Die two additional times when you reach 9th Level, three additional times at 13th Level, and four additional times at 18th Level.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Traveler Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th and 11th Level Traveler Feature
You can perform an additional Attack as part of the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.

Magical Experience

7th Level Traveler Feature
While you are certainly no magic user yourself, you’ve seen many instances of magic in your travels and have picked up a trick or two from the magic you're familiar with. Choose two Cantrips from any Spell List. you Learn these Cantrips and you use Wisdom as your Spellcasting Ability for them. These cantrips must be ones that you have seen used in your travels or ones that it makes sense for you to know.
You learn an additional Cantrip in this way when you reach 11th, 15th, and 19th Level in this class.

Well-Rounded

7th, 9th, 13th, and 18th Level Traveler Feature
You gain Proficiency with one Skill of your choice, as well as any combination of two Languages, Tools, or Weapons of your choice.

Acquired Resilience

10th Level Traveler Feature
You become hardy to the Damage that you're familiar with. You gain Resistance to one Damage Type of your choice.

Traveler’s Luck

14th Level Traveler Feature
You’re just plain lucky sometimes. When you miss on an Attack, or fail and Ability Check or Saving Throw, you can choose to hit on the Attack, or succeed the Ability Check or Saving Throw instead.

Improved Burst of Stamina

15th Level Traveler Feature
You gain the following features:

  • You can use a Bonus Action to gain a number Temporary Hit Points equal to 2d8 + your Strength Modifier + your Constitution Modifier.
  • When you make an Ability Check or Saving Throw, you can grant yourself Advantage on the roll.
  • Whenever you would use an Action, you can instead use a Bonus Action to perform the same purpose.

You expend one use of your Burst of Stamina feature whenever you use any of these features.

Expert Traveler

17th Level Traveler Feature
You become a master of a certain way of life. You gain Expertise in the following:

  • Four Skills of your choice that you are Proficient in.
  • Two Tools of your choice that you are Proficient in.
  • One Saving Throw that you are Proficient in.


Wiser and Tougher

20th Level Traveler Feature
You truly have become both tougher and wiser after all of your travels. Your Constitution and Wisdom Scores increase by 4. Your maximum for those Scores also increases by 4.

Traveler Styles

[Speedwalker]

Some Travelers just want to go from here to there as quickly and efficiently as possible. They cut down travel time by taking shortcuts and using a small amount of magic here and there.

Burst of Speed

Starting when you choose this style at 2nd level, when you use your Burst of Speed to take the Dash or Disengage actions, you can choose another creature within 5ft of you. That creature can take that same action as a free action on its next turn.
At 5th level you can choose two other creatures, at 10th level you can choose three other creatures, and at 18th level you can choose four other creatures.

Quickened Steps

Also at 2nd level, your movement speed increases by 10ft.

Group Travel

At 5th level, as an action, you can give up to 4 creatures of your choice within 15 feet of you a climbing and swimming speed equal to their walking speed. This lasts for 10 minutes, after which their speed returns to normal. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Stored Momentum

Also at 5th level, when you hit on a Weapon Attack roll, you deal 1 additional damage for every 5ft space you have occupied this turn.

Swift Traversal

At 10th level, you are immune to the Slowed condition. In addition, you learn the Pass Without Trace spell and can cast it once per long rest as a 2nd level spell.

Instant Traversal

At 18th level, you can cast the Teleportation Circle spell as a 5th level spell once per long rest, with no material components. You are also magically aware of the location and sigil sequence of any teleportation circles within 100 miles of you.

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