Traveler (5e Class)

Traveler

Travelers are those who wonder the wilds and aren’t suited for combat.

What is a traveler?

Where did your powers come from? Did you anger an elder god who then left you cursed? Gifted by a deity to explore the planes? Was family stolen from you by an infernal and in your attempt at revenge, an accident left you this way? The way in which you connected to the magics of all the planes is important to your existence moving forward.

Do you enjoy these powers? Are they a happy curiosity, or does it unnerve you? Do you want to connect more deeply with these magics or use them to augment your physical abilities? Is this power to be used sparingly or is it the perfect tool for minor pranks? Would you have refused this power if you could, or wish you could return it now? Is this your perfect chance to save all the creatures of the planes or do you prefer to use these spells for personal gain only? Is your goal to learn about all the planes or simply to explore with an adventurer’s heart? Your connection to the planes should also be explored… how has your plane walking manifested itself? Have you only shifted in your own plane, perhaps zoning out during a leisurely stroll only to appear at your destination many miles away? Were you forced by the entity who gave you these powers to complete a quest in another plane? Or have you gotten lost in your travels before, once struggling to find your way back to the material? You are a walker of the planes and this affords you many responsibilities, or at the least, many powers to enforce your will. How your powers have affected you, and your outlook of those around you, is up to your capable and creative hands.

Creating a Traveler

Quick Build

You can make a Traveler quickly by following these suggestions. First, Wisdom should be your highest ability score. Second, choose the Sage background. Third, choose the Dungeoneer's kit.

Class Features

As a Traveler, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Traveler, level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Traveler, level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, daggers, quarterstaffs, light crossbows
Tools: Any one artisan tool
Saving Throws: Dexterity, Wisdom
Skills: choose any 3 from Acrobatics, Arcana, Insight, Investigation, History, and Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Traveler,

LevelProficiency
Bonus
FeaturesFate PointsCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Suspending the Aether, Spellcasting122
2nd+2Wheel of Time223
3rd+2Timely Path2242
4th+2Ability Score Improvement3343
5th+3Blink of an eye33432
6th+3Deja Vu43433
7th+3 Astral Stride, Timely Path434331
8th+3Ability Score Improvement534332
9th+4Blurred battler5343331
10th+4Pocket of Eternity, Timely Path6443332
11th+4Time Ball, Timely Path64433321
12th+4Ability Score Improvement74433321
13th+5Warrior of the Astral Plane844333211
14th+5Timely Path944333211
15th+5Timely Path9443332111
16th+5Ability Score Improvement, Timely Path10443332111
17th+6115433321111
18th+6Undo Timeline135433331111
19th+6Ability Score Improvement155433332111
20th+6Supreme Chronomancy205433332211

Suspending the Aether

Starting at 1st level, You have fate points equal to the fate point chart listed above. You regain expended fate dice upon finishing a long rest. when a creature within 20 feet of you, that you can see is casting a spell, as a reaction you may spend a fate point and suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. In addition, any spells cast by you can be suspended

At 10th level, you are able to prolong the effect of this feature by performing a saving throw of DC 13 + the spellcaster’s Wisdom modifier. On a successful save, the effects of this feature last for one more round of combat. On a failed save, the effect ends as it normally would. You are able to prolong this feature a number of times equal to your Wisdom modifier + your proficiency bonus.

Wheel of Time

At 2nd level your studies allow you to spin the wheel of time and alter the fate of yourself and other creatures. You know how to bend time to do the following: Accelerate, Decelerate and Surge. Your access to this bend in time is represented by fate dice.

Accelerate

As a bonus action, you may expend 1 fate point to move forward the wheel of time. Either yourself or a targeted friendly creature within 20 feet of is now allowed to use one additional action.

Decelerate

As a reaction, you may expend 2 fate points to slow down the wheel of time. When you take damage from an attack, you are able to delay the damage dealt for 1 turn. As soon as your next turn begins, you take damage equal to the damage of the previous attack.

Surge

As an action, you can expend 1 to a maximum of 4 fate points to repel the fates of certain allies. Up to two target friendly creatures takes 1d10 per fate point less damage until the start of your next turn. Spending more than 1 point increases the duration, for example, 2 points would be until the start of your second turn, 3 would be until the start of your third turn, and 4th would be the start of your 4th turn.

Timely Path

Starting at 3rd level, you must choose a Timely Path. The options are either Enforcer of Time, Guardian of the Timeless Gaze and Time Lord.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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. You cannot increase an ability score above 20 using this feature.

Beginning at 5th level, when you move you may take a step out of time, then come back into the present. Once per turn as a bonus action you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity

Deja Vu

Starting at 6th level, whenever you are attacked by a creature, you may use your reaction to spend one fate point to force the creature to reroll the attack and take smaller of the rolls. Additionally, in the use of this reaction, a critical hit is a normal hit.

Astral Stride

Starting at level 7, you can have you've become proficient with warping through time that you are able to reach the astral plane. As an action you may send your conscience out of your body. While doing this your body is unconscious until you put your mind back inside it. While using this ability you lose the power to interact with the world, are immune to conditions, are invisible and silent, gain a flying speed of 60ft and may still use all your Traveler spells. When using this ability, your conscience can go no more than 100 ft away and there must be a unoccupied space between the body and mind for longer than 1 hour. If after the hour is up anything interrupts the path between you and your body, you take force damage equal to your wisdom score and your mind is pulled back into your body. You cannot be reduced below 10 hit points in this manner. Beginning at level 14, you don't need a unoccupied space between your mind and body but if there is anything in the distance your mind and body, your conscience will be shown in a blue haze and you will become susceptible to damage.

Blurred Battler

Starting when you choose this style at 9th level, you can add your Wisdom and Dexterity modifiers, bonus while wearing no armor.

Also, when you take the dodge action, you may spend 2 Traveler points to add +1 to your AC. This may be done up to two times after you finish a long rest.

Beginning at 9th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Pocket of eternity

At 10th level, you have managed to create a pocket outside of time that you can rely on in times of need. On your turn, you can use an action to regain hit points equal to 1d12 + Wisdom modifier + your total level. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain all uses of this feature. Pocket of eternity

Time Ball

At level 11, as an action, you fuse the aether and the fabric of time together, wrapping it into a sphere and launching it up to 50 feet away from you. Any creature within 30 feet of where it lands must make a Wisdom saving throw and on a failed save, a creature becomes stunned for 1d4 rounds. If a creature passes, it is not stunned, but its movement speed is halved for 1d4 rounds. You must finish a long rest to use this feature again.

Warrior of the Astral Plane

At 13th level, taking a round to focus, you can stop the flow of time temporarily for all hostile targets within a 30 foot radius centering you. They must make a Constitution save, and upon failing are stunned until the beginning of your next turn. You can use this ability 1 time per long rest. This increases to 2 times at 20th level.

Undo Timeline

Upon reaching 18th level, you gain the ability to undo a specific timeline, taking all actions of up to 1,000,000 targets back in time (up to 100 years prior). All experience and items gained within that time are lost. All spell slots that were used within the time frame become unused. You can only use this feature once every year, and after doing so, you immediately age a number of years equal to the amount of years spent using this ability x 10. For example, if everyone was about to die to a Tarrasque the Traveler can revert back in time to an hour before they encountered the Tarrasque to inform the party of everyone's unfortunate demise. This is extremely big story changer, you must inform and collaborate with your Dungeon Master on whether to continue playing the present, or go back in time, and continue from up to 100 years of gameplay.

Supreme Chronomancy

Once reaching level 20, you are able to store up to 4 different spells from cantrip up to 9th level spells into a suspended space, you may release one of these four different spells as a bonus action, when you store one spell into this suspended space you lose that spell slot until you complete a long rest, in addition, a suspended spell can only be suspended for up to 48 hours, afterwards the spell fizzles, if you do use the suspended spell a slot is open in the space until you replace the used spell with another

Enforcers of Time

Your thoughts about how time magic should be used and how others should use it turns you into the law of time itself of how others use time magic, normally others don't like these types and your spell casting slots decreases to half, but in addition, you may choose spells from Ranger, and Sorcerer listings, whenever leveling up, purchasing or any other way to obtain these in your play.

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

You gain the Feat Crossbow Expert when you choose this path.

Repeating Timely Shooter

When you first choose this subclass, you reach into the fabric of time and pull from the armory of the god of justice, you can choose up to three different targets each bolt deals 1d6 piercing and 1d4 fire damages by themselves, not including bolts that explode or any magical effect like spells, this repeating crossbow has a clip size of 30, and shoots 3 bolts/arrows when the trigger is pulled, in addition, you only have 1 clip, to gain more you must spend 50 gold to reach into the armory to take more.

Cunning Action

At 4th level, your quick thinking and agility allow you to move and act quickly, you can take a bonus action on each of your turns in combat. This action can be used to only take the dash, disengage, or hide action.

Bonus Shots

At 5th level, you may shoot your ranged weapons twice as much! For each attack action you make you may shoot your ranged weapon twice, in addition to this if you are hidden and shoot you deal an additional 4d6 sneak attack damage.

Specialized Arrows and Bolts

At 8th level, you spend time creating ammunition for sale or use, you are able to spend 30 minutes making one type of the following, explosive, acidic, thunder, psychic, lightning, or time bolts or arrows

Explosive -- In a 10 foot radius on impact creatures must make a Dexterity save, on fail they take 4d8 explosive damage, and are knocked 5 feet back and prone.

Acidic -- In a 5 foot radius on impact against creatures, Dexterity save, on failed save they take 4d6 acid damage, and their metal gear takes percentile of wear on it.

Thunder -- In a 15 foot cone from the angle of impact, creatures must make a Constitution save on fail they take 3d8 thunder damage, and are knocked 10 feet away prone.

Psychic -- In a 5 foot radius on impact, creatures must make a Wisdom save, on fail they take 10d4 psychic damage and suffer from stage 1 exhaustion, stacking multiple times.

Lightning -- In a 15 foot radius on impact, creatures must make a Dexterity save, on fail they take 4d6 lightning damage and drop whatever is in their hands.

Time -- In a 10 foot radius on impact, creatures must make a Wisdom save, on fail they are aged forward or backward in time your choice 1d6, in years and take 6d6 psychic damage and this damage cannot be negated.

Time Warp

At 10th level, you may suspend your ammunition as its being shot through time flickering them as they are shot on there trajectory making them undodgeable and goes past armor/cover, if a creature is wearing armor that is 100% immune to ammunition, with this feature treat that as if it were negated and your ammunition all gain ricochet effect meaning you can bounce them off of objects to change paths

Timed Ammunition

At 14th level, Your ammunition gains the railgun effect, you've spent your time speeding up your ammunition and changing their effects that you learned to passively give them a railgun effect, all hits now go through the first three targets if they are lined up, the trajectory may change if you hit something that would change it, meaning you hit one person, hit a slanted surface and hit two others, your ammunition also deals 2d10 force damage

Temporal Paradox

At 16th level, You call upon the fabric of time and summon forth 1d4 different timelines of yourself to come to your aid for 1d12 hours, this different timeline might be from an apocalyptic, peaceful, disasterful, or other timelines; ask your DM about this, and in addition, it has the same stats as you, you can use this twice a day before long rest.

Time Lord

You decide to take a different spin on your Time magic and become the literal master of time. There aren't many time lords but the few are masters of controlling, exploiting, and having fun with time itself. All targets must be 20-120 feet away from you to be able to manipulate time effects on them unless your ability or spell says otherwise, also, your spell list expands, you may choose spells from cleric, bard, and warlock (if you do choose from warlock you must spend 4 hours to negotiate with a unwordly creature and spend gp determined by the DM)

Time Lords Suspended Abilities

Starting when you choose this path, you know your suspended abilities and put them into a stasis making them only available when you spend time points. You have a number of time points equal time points equal to your level. You regain all lost time points by finishing a short or long rest, and in addition you may spend time points to convert them into spell slots or convert spell slots into time points up to level 5 spells (treat this as a different sorcerer table version)

1st = 2 points

2nd = 3 points

3rd = 5 points

4th = 6 points

5th = 7 points

This represents how many points needed for spell slots and how many points you gain per spell slot, you may convert as a bonus action on your turn, in addition you may use one of the following as a bonus action, Time Stop, Time Skip, Forward in Time, Back in Time

TIME STOP -- 3 points; you freeze time in its place, in a 10 by 30 line or in a 30 foot radius of up to 120 feet away for xd4 turns, time is stopped in those zones, any creature caught directly in it must make a Wisdom save, and on a fail they are trapped in place until this ends, and on pass they manage to break free and are unaffected by this, but if they re-enter the area or end their turn in it they must make another save with a -1 for each pass or turn spent in the zone. If a creature is caught and another is attempting to attack that creature with a melee attack, that creature must make a dc save or be frozen, if a creature is attacking a frozen in time subject with a ranged weapon, once the ammo or spell enters the area it freezes in place until the area stops and continues on its original path, you cannot delegate what creatures/objects are immune to this, i.e. if you use a line version and 2 enemies run into it and fail they are frozen in spot until they break free, if an ally comes up to swing a sword at the frozen creature they must make a save and on fail they are also frozen in spot or if they were to enter it as well, no one is safe from this. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)

TIME SKIP -- 2 points; You skip time, and as a reaction to being attacked you may use this and make a contested check against your enemies (Wisdom vs. Dexterity). If you succeed you wink out of time for xd4 rounds. You are not hit by the attack, and do not “exist” on the map for the 1d4 rounds. At the end of the last round you reappear where you winked from. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)

FORWARD IN TIME -- 3 points; You make a melee touch attack against target creature or object and send it forward in time xd4 rounds. This works identically to time skip.(x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)

BACK IN TIME -- 3 points; you make a melee touch attack against target creature or object and send it backward in time xd4 rounds, the creature is returned to the state is was in xd4 rounds ago. This includes everything, health, armor class, possessions, experience. This can even be used to revive players if they died seconds ago, or return resurrected enimies to their grave. (x = chronomancer level divided by 2 rounded down, and you can have this last for less rounds than what you rolled if you wish.)

Time Slip

Starting at level 3, you gain the ability to go back a brief moment of time. As a reaction, you may reroll any ability check or skill check you or an ally have just rolled, and you or the ally must accept the result of the second roll. You may feature this feature a number of times equal to your Wisdom modifier. You regain all uses after a short or long rest.

Timely flow

At Level 4, You place a ward on a creature that stays on them for 8 hours increasing their metabolism, speed, and cell growth, because of this until the 8 hours are up the creature gains a +20 feet to its movement speed and regains 1d12 + your spellcasting ability modifier hitpoints a rotation if in combat, if out of combat every 1 minute, you may use this feature a number of times equal your Wisdom modifier a day before needing a short or long rest.

Empowered Spells

At 5th level, your control over the aspects of time itself has made your spells more efficient, because of this your spells deal an additional 2 die of the same type of damage, healing effect, or support (such as the spell sleep), and in addition you are now able to suspend spells for up to 7 rotations instead of 3.

Owl of Wisdom

At 8th level, through your work with time you've come to an understanding that the owl is one of the wisest creatures, and because of this you are able to summon an owlbear familiar, it has the same stats of an owlbear but in addition, it gains bonus hp equal to your level + spellcasting ability modifier and whenever it attacks a creature the creature must make a Wisdom save, and on a fail the creature loses or gains your choice years of life equal to 1d20 but keeps all memories. This bear stays summoned for as long as 6 hours and may be summoned twice a day.

Time Lapse

At 10th level, you may choose up to 8 different creatures. All selected creatures must make a Wisdom save, and on fail all their actions require two actions, if they do not have two actions they must spend 2 rotations to do one thing, all swifts become one full action, and their movement speed becomes halved. This does not effect attacks, only things that take up entire actions.

Historic Help

At 14th level You call upon the fabric of time for assistance with a creature that you had met in the past. You may make a wisdom save of their challenge rating minus your spellcasting ability modifier i.e let's say your spellcasting modifier is +8, the save would be for a pit fiend 20 - 8, you must pass a 12 to use this, in addition you don't add anything to the roll because you already used your spellcasting ability modifier, and summon a duplicate of that creature with the same abilities, knowledge, and weapons (if any) that you remember and have complete control over the creature, which stays with you until dispelled or until 12 hours pass. You may use this once a day.

Time Wrath

At 16th level, Your mastery over time makes you the undisputed CONTROLLER of TIME! and because of this Whenever you use a time feature or spell against a creature that creature becomes marked for 1 round until the end of your next turn, all attacks against a marked creature deal an extra 5d12 damage of the same type the attack deals.

Warp Slayer

The best defense is to kill from behind.
Motto of the Warp Slayer

This combat style uses disappearing acts to take advantage of the enemy from behind and strike decisively.

Warp Strike

When you choose this combat style at 3rd level, you can inflict extra damage on melee attacks following a warp. Whenever you teleport within 5 feet of a creature and attack it, they may roll a Wisdom saving throw to see if they know your new location. If you have not attacked this target in the last 1 minute, the DC is equal to your first strike save DC (10 + your Proficiency Bonus + your Wisdom modifier); otherwise, the DC is equal to your primary strike save DC (8 + (your Proficiency Bonus / 2) + your Wisdom modifier) as the target has adapted to your warp strikes. On a failed save, you make the attack with advantage. In addition, if the target failed their save, you succeeded on your save, and the DC was equal to the first strike save DC, you may add your Warp Strike Die bonus from the Extra Warp Strike Damage table to the attack’s damage roll.

Extra Warp Strike Damage
Teleporter LevelWarp Strike Die
Level 32d6
Level 42d6
Level 53d6
Level 63d6
Level 74d6
Level 84d6
Level 95d6
Level 105d6
Level 116d6
Level 126d6
Level 137d6
Level 147d6
Level 158d6
Level 168d6
Level 179d6
Level 189d6
Level 1910d6
Level 2010d6
First strike save DC = 10 + your Proficiency Bonus + your Wisdom modifier
Primary strike save DC = 8 + (your Proficiency Bonus / 2) + your Wisdom modifier
Stun save DC = 8 + your Proficiency Bonus + your Dexterity modifier

Stunning Strike

Beginning at 6th level, you learn how to strike an opponent’s body to cause maximum pain. Whenever you hit another creature with a Warp Strike and they fail the saving throw, you can attempt to stun them. The target must succeed on Constitution saving throw against your stun save DC (8 + your Proficiency bonus + your Dexterity modifier) or be stunned. The stunned target can be reattempt the saving throw with advantage at the start of each of its turns, and on a successful save, the stunning effect ends.

Warp Out

By level 11, you gain the ability to warp away after an attack. After you hit another creature with a Warp Strike, then as part of the attack action, you can teleport up to 30 feet to an unoccupied space that you can see.

Killing Warp

At level 17, when you hit a creature with Warp Strike and that creature has a condition, your attack deals double the damage (including critical damage).

Teleporter Spell List

You know all of the spells on the basic bard, cleric, paladin, ranger, sorcerer, and warlock spell lists, and additional spells based on your subclass.

Cantrips

halt, bolt of time, temporal rift, astral barrier, vortex gaze minor step, short warp


1st Level Spells

spell blade, revert time, hush, weight of 1000 years, Rift Balance, summon astral beast, eyes of time

2nd Level Spells

clockwork sphere, reflexive shot, eyes of fate, ancient path, ancient tether, misty step


3rd Level Spells

time bomb, bonesword, column of time, astral guardian blink, thunder step

4th Level Spells

bane shot, split causality, veil of compressed time dimension door, warping step

5th Level Spells

enervation, astral communication, time trap, astral entity far step, traumatic teleport


6th Level Spells

woeful stab, to ashes arcane gate, misty gate


7th Level Spells

delayed blast time bomb, astral shift, time restoration demiplane portal, etherealness, plane shift, teleport

8th Level Spells

rip through time, rapture air removal, demiplane, maze

9th Level Spells

quantum shift, pillars of time, planar superposition, severed rift gate, mass traumatic teleport

gollark: MOT oven transformer
gollark: inb4 spirit explains how such devices are terrible and/or cannot possibly exist.
gollark: I don't really like video "memes" also, so if they can be blocked (including links) that would be good.
gollark: Unrelatedly, *wow* is the "DMP" feature on this accelerometer/gyroscope module thingy I'm using for a thing poorly documented!
gollark: It has only been an hour or so.
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