Traveler
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.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Jack of All Trades, Burst of Stamina | 0 |
2nd | +2 | Traveler Style, Good Samaritan | 300 |
3rd | +2 | Traveler's Luck, Welcome Aid (One Die) | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | Traveler Style Feature, Well-Rounded | 6,000 |
6th | +3 | Ability Score Improvement | 10,000 |
7th | +3 | Extra Attack, 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, Ability Score Improvement | 80,000 |
11th | +4 | Acquired Resilience | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | Well-Rounded, Welcome Aid (Three Dice) | 140,000 |
14th | +5 | Ability Score Improvement, Extra Attack | 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. Leather Armor, three Simple and/or Martial Weapons which you are proficient in, Cartographer's Tools or a Musical Instrument, and an Equipment Pack.
Jack of All Trades
Starting at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Burst of Stamina
As someone who has done a lot of traveling, also at 1st level, you have a high level of stamina that you can pull on from time to time. You can push on when most would have their strength fail them, gaining the following abilities:
- As a Bonus Action you can gain 2d4 + your Strength modifier temporary hit points. These last for 1 hour.
- As a Bonus Action you can take the Dash, Dodge, Grapple, Help, or Shove actions.
- When you make a Strength or Constitution Check or Saving Throw you can gain 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
At 2nd level, you gain advantage on Wisdom (Perception) checks to find wounded creatures and also to find threats within 60ft of wounded creatures.
Additionally, you can cast the Cure Wounds spell at 1st level using Wisdom as your Spellcasting Ability once per long rest.
As you gain levels in this class you can cast the spell additional times.
- 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
At 2nd level, you develop a signature technique of journeying that sets you apart from other travelers. Choose one of the traveler methods detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 10th, and 18th level.
Welcome Aid
At 3rd level, 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 Roll, if there is an allied creature within 10ft of you that is not Unconscious, you may roll your weapon's damage die an additional time and add it to the damage roll.
At 8th, 13th, and 18th level, you roll your weapon's damage die an additional time and add it to the damage roll.
Traveler’s Luck
At 3rd level, you’re just plain lucky sometimes. Once per long rest, you can automatically turn a failed roll into a success.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a Feat instead of taking this increase to Ability Scores.
Well-Rounded
When you reach 5th level, and again at 9th, 13th, and 18th level, you gain proficiency in one skill proficiency of your choice and any combination of two skills, languages, tools, or weapons of your choice.
Magical Experience
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. At 7th level, you can pick any two cantrips from any spell list that you can learn. However, these cantrips must be ones that you have seen used in your travels or ones that it makes sense for you to know.
For example, if you knew a druid once and he used the Druidcraft frequently, you could learn that cantrip, but if you had never met a bard before in your life and wanted to learn the Vicious Mockery cantrip, then you would not be able to learn it. The DM can help in determining whether a cantrip is available to you or not.
You learn additional cantrips in this way at
Extra Attack
At 7th level 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.
Acquired Resilience
At 11th level you gain resistance to one damage type of your choice that you have encountered before.
Extra Attack
At 14th level 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.
Improved Burst of Stamina
At 15th level you gain the following improvements to your Burst of Stamina options:
- As a Bonus Action you can gain 2d8 + your Strength modifier + your Constitution modifier temporary hit points. These last for 8 hours.
- As a Bonus Action you can take any Action.
- When you make a Check or Saving Throw you can gain advantage on the roll.
Expert Traveler
At 17th level, you become a master of a certain way of life. You gain Expertise in 4 skills you are Proficient in, you gain Expertise with 2 Tools you are Proficient in, and you gain Expertise in one Saving Throw.
Wiser and Tougher
At 20th level, you truly have become both tougher and wiser after all of your travels. Your constitution and wisdom scores both increase by 4, and your maximum for these is now 24
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.
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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