Traveler

While using a knack for healing magic, a slender Kalashtari woman mends the wounds of her fallen ally, unaware of the gibbering mouther about to strike. Another of her allies calls out in warning and the Kalashtari, after mending her allies wounds, causes flaming light to descend on the mouther. The mouther is then quickly finished off by the Kalashtari's now risen ally, who strikes harder and deadlier than usual.
A Minotaur charges at blazing speeds through hordes of zombies, making sure his nearby friend is able to do the same. The Minotaur then, using all of the built up speed, delivers a skull cracking blow to the lich that him and his party are hunting, before teleporting him and his allies to the nearby town to collect their reward.
After being tackled by a large panther, an Otterfolk takes a deep breath and appreciates the scenery around her in the midst of the battle, being renewed with a sudden vitality to continue the fight, before shoving the panther the panther off of her and onto the ground. The Otterfolk then carefully and slowly walks through the brambles around her, locking eyes with one of her nearby allies before delivering a powerful death-knell to the panther.
A Dwarf with gray skin and purple eyes strikes at a nearby gelatinous cube, his staff reinforced with the raw magical energy in the air around him. He then makes sure the cube can't use his retreat against him before taking a few steps back dragging his Shinobi allies along with. Suddenly, the two of them are on a cliff previously twenty feet above them, allowing the Shinobi to dive down, plunging her sword into the gelatinous cube and finishing it off.
All of these adventurers have one thing in common: they are all Travelers. Suffused with the desire to travel the world for any number of reasons, these adventurers learn to be hardy, well rounded, and rely on their friends when their own strength would fail them, to excel in all of their adventures.
To most, a Traveler could seem mundane and boring, but a true Traveler is far from it. After traveling the world, has gained a knack for magic via a sort of osmosis with the magic suffused in the world around them. With this knack for magic and the hardiness gained from traveling so far and for so long, Travelers pick up a myriad of Spells to assist them and their allies. Travelers also have a natural well of stamina to draw on that makes them excellent warriors in combat, relying on their allies as well as their own strength to deal earth-shattering blows.
In addition to all of the prior, the true mark of a Traveler is generalization, being the second-best at everything, akin to Bards in many ways. The Strength of Travelers comes from the fact that they're good, but not great, at everything, and gain further strength while surrounded by the friends they made along way.
Not every journeyman or wanderer is a Traveler, but anyone can become a Traveler. Due to the Traveler's nature and their source of power, the only true thing someone needs to become a Traveler is a strong will, the ability to persevere, and a hardy enough body to travel. Because of this, many have gained the starting strength of Travelers without feeling the call to adventure.
To a true Traveler, the most important things in life are the open trail and the friends they've taken under their care and began to rely upon. Those friends are often other adventurers that also drive them to their adventure. A true Traveler is never alone, but is bonding, teaching, learning from, and protecting those they deem their allies as they travel through the wilderness finding new sights and adventure.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Jack of All Trades, Burst of Stamina 0
2nd +2 Good Samaritan, Traveler Style 300
3rd +2 Welcome Aid (One Die), Traveler's Luck 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 Ability Score Improvement 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

2nd, 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.

Traveler’s Luck

3rd 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.

Ability Score Improvements

4th, 8th, 12th, 14th, 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 make an additional Attack whenever you take the Attack Action.

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.

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

Expeditious Explorer's Style

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

3rd Level Expeditious Explorer's Style Feature
When you use your Burst of Speed feature to take the Dash or Disengage Action, you can choose another creature within 5ft of you. That creature can take that same Action as a Free Action at the start of its next turn.
You can choose more creatures as you gain Levels in this class: you can choose two creatures at 6th Level, three at 10th Level, and four at 18th Level.

Quickened Steps

3rd Level Expeditious Explorer's Style Feature
You gain a Climbing and Swimming Speed equal to your Walking Speed.
Additionally, your Speed increases by 10ft.

Group Travel

6th Level Expeditious Explorer's Style Feature
You can use an Action to choose up to four creatures within 15ft of you, those creatures gain a Climbing and Swimming Speed equal tot heir Walking Speed for 10 minutes.
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

6th Level Expeditious Explorer's Style Feature
When you hit on an Attack, the Attack gains a +1 bonus to Damage for every 5ft space you have occupied this turn.

Swift Traversal

10th Level Expeditious Explorer's Style Feature
You are Immune to the Slowed Condition.
In addition, you can cast the Pass Without Trace Spell without expending a Spell Slot. You use Wisdom as your Spellcasting Ability for the Spell. Once you cast the Spell in this way, you can't do so again until you finish a Long Rest.

Instant Traversal

18th Level Expeditious Explorer's Style Feature
You are magically aware of the location and sigil sequence of all teleportation circles within 100 miles of you.
You can cast the Teleportation Circle Spell without expending a Spell Slot and without Material Components. You use Wisdom as your Spellcasting Ability for the Spell. Once you cast the Spell in this way, you can't do so again until you finish a Long Rest.


Itinerant Priest's Style

Most servants of the divine who become adventurers find themselves taking on the role of cleric or paladin. Others, however, take the path less traveled as wandering clergy, bringing the blessings of their faith to those near and far.

Spellcasting

3rd Level Itinerant Priest's Style Feature
Spellcasting Ability. Wisdom
Spell Save DC. 8 + your Wisdom Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Wisdom Modifier + your Proficiency Bonus
Spellcasting Focus. A Holy Symbol
Spell Learning Method. You Learn a number of Spells of specific Levels from the Cleric Spell List as shown in the following table. You can cast each of the Spells you Know of 1st Level or higher from this feature once per Long Rest.

Spells Known per Level
Level Cantrips Known 1st 2nd 3rd 4th
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1


Burst of Arcana

3rd Level Itinerant Priest's Style Feature
You learn to channel your physical energy into magical force. When you use your Burst of Stamina feature, you can cast a Cantrip with a Casting Time of 1 Actin as part of the Bonus Action or Reaction used for your Burst of Stamina feature.

Blessing of Aid

6th Level Itinerant Priest's Style Feature
You learn to use your magical blessings to enhance your allies' attacks. When a creature under the effects of one of your Spells, it can roll the Weapon's Damage Die one additional time and add it to the Damage of the Attack.
Only one creature can benefit from this feature each round, but it can gain this benefit multiple times in a round.
When you reach certain Levels in this class, the creature rolls the Weapon's Damage Die more times: it rolls 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.

Blessing of Knowledge

10th Level Itinerant Priest's Style Feature
You learn to channel knowledge through your blessings. When you cast a Spell on a creature, you can grant that creature Proficiency in one Skill, Tool, Language, or Weapon of your choice that you are Proficiency with. That creature gains the Proficiency until the Spell ends.

Blessing of Stamina

18th Level Itinerant Priest's Style Feature
You learn to use your magical blessings to share your greatest strength—your ability to press on when it is needed most. While a creature of your choice is under the effects of one of your Spells, it can gain the benefits of your Burst of Stamina feature as if it were a 1st Level Traveler. After a creature gains a benefit from this feature, it can't do so gain until it finishes a Long Rest.


Scenic Pioneer's Style

A traveler who masters the scenic styles usually takes their time on a journey as they savor the sights around them. They rarely rush and aren't very hasty as they appreciate the beauty of the natural world around them.

Burst of Beauty

3rd Level Scenic Pioneer's Style Feature
When you use your Burst of Stamina feature you can take the Search Action as a Free Action. When you do, you gain Temporary Hit Points equal to half the result of the Ability Check you make.

Enjoy the View

3rd Level Scenic Pioneer's Style Feature
You begin to take in the scenery and keep all the details of the places you've been indoor mind. You gain Proficiency and Expertise with Perception.
Additionally, you gain a +10 bonus to Ability Checks made to recall details about terrain, architecture, geography, or other details of places you've been before.

Scenic Combat

6th Level Scenic Pioneer's Style Feature
If you move less than half your Speed on a turn, you can speak to those around you. Creatures of your choice within 15ft of you that can hear you gain Advantage on Wisdom Saving Throws.

Inspiring Beauty

6th Level Scenic Pioneer's Style Feature
You can spend 1 minute speaking with a creature to inspire it by describing one of beautiful sights you've seen on your travels.
That creature adds a d10 to the next Skill Check or Saving Throw it makes before the end of its next Long Rest.
You can only inspire a creature with this feature twice before a creature needs to take a Long Rest to benefit from it again.

Stop and Smell the Roses

10th Level Scenic Pioneer's Style Feature
You’ve spent so long taking in the sights and paying attention to what’s around you that you are great at finding things you need. You gain Proficiency and Expertise in Nature.
Additionally, you can use an Action to cast the Locate Animals or Plants Spell without expending a Spell Slot and without Material Components. You can cast the Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Attuned With Nature

18th Level Scenic Pioneer's Style Feature
You have learned to appreciate nature and beauty in your travels, and as such are able to connect with it in a unique way. You are unaffected by Difficult Terrain.
Additionally, as an Action you can cast the Commune With Nature Spell.


World Shaper's Style

Some travelers do not move through the world but rather move the world about them. By bending space, these travelers can cross great distances in single steps.

Burst of Space

3rd Level World Shaper's Style feature
You gain the ability to fold space such that two distant points intertwine. When you use your Burst of Stamina feature, you can choose two 5ft spaces within 30ft of you. Until the end of your turn, those spaces are considered to be within 5ft of each other.

Unorthodox Resilience

3rd Level World Shaper's Style feature
As you shape space you gain some familiarity with the forces fo the universe. You gain Resistance to Force Damage.

Vorpal Aid

6th Level World Shaper's Style feature
You can alter the forces of the universe to harm those that would harry your journey. You can cause the additional Damage you deal with your Welcome Aid feature to deal Force Damage instead of the Weapon's Damage Type.
Additionally, when you deal Force Damage, you treat a 1 on a Damage Die as a 2.

Vorpal Step

6th Level World Shaper's Style feature
As a Bonus Action, you can choose a creature that you can see. That creature teleports to a space of your choice within 10ft of that creature.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Tethered by the Traveler

10th Level World Shaper's Style feature
You can use your Action to choose any number of willing creatures within 120ft of you. You can swap the positions of each chosen creature with a different chosen creature.

Step Through Space

18th Level World Shaper's Style feature
You can use a Bonus Action to cast the Misty Step Spell without expending a Spell Slot.
After you use your Vorpal Step feature, the creature you targeted can cast the Misty Step Spell as a Free Action without expending a Spell Slot.