Hit Points
Proficiencies
Blue Traveler
| Level | Proficiency Bonus | Features | Spell Memory | Spell Slots | Slot Level |
|---|---|---|---|---|---|
| 1 | + 2 | Learning From Experience Mimic Spellcasting | 2 | 2 | 1 |
| 2 | + 2 | Learning From Experience Mimic Spellcasting | 3 | 2 | 1 |
| 3 | + 2 | Learning From Experience Mimic Spellcasting | 4 | 2 | 2 |
| 4 | + 2 | Learning From Experience Mimic Spellcasting | 5 | 2 | 2 |
| 5 | + 3 | Learning From Experience Mimic Spellcasting | 6 | 3 | 3 |
| 6 | + 3 | Learning From Experience Mimic Spellcasting | 7 | 3 | 3 |
| 7 | + 3 | Learning From Experience Mimic Spellcasting | 8 | 3 | 4 |
| 8 | + 3 | Learning From Experience Mimic Spellcasting | 9 | 3 | 4 |
| 9 | + 4 | Learning From Experience Mimic Spellcasting | 10 | 4 | 5 |
| 10 | + 4 | Learning From Experience Mimic Spellcasting | 10 | 4 | 5 |
| 11 | + 4 | Learning From Experience Mimic Spellcasting | 10 | 4 | 5 |
| 12 | + 4 | Learning From Experience Mimic Spellcasting | 10 | 4 | 5 |
| 13 | + 5 | Learning From Experience Mimic Spellcasting | 10 | 5 | 5 |
| 14 | + 5 | Learning From Experience Mimic Spellcasting | 10 | 5 | 5 |
| 15 | + 5 | Learning From Experience Mimic Spellcasting | 10 | 5 | 5 |
| 16 | + 5 | Learning From Experience Mimic Spellcasting | 10 | 5 | 5 |
| 17 | + 6 | Learning From Experience Mimic Spellcasting | 10 | 6 | 5 |
| 18 | + 6 | Learning From Experience Mimic Spellcasting | 10 | 6 | 5 |
| 19 | + 6 | Learning From Experience Mimic Spellcasting | 10 | 6 | 5 |
| 20 | + 6 | Learning From Experience Mimic Spellcasting | 10 | 6 | 5 |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
shield
simple melee
martial melee
Starting Equipment
Class Features
Learning From Experience (Level 1)
Special Actions
Special Action is a keyword used only in the blue traveler class. Special action refers to any action, reaction, bonus action, or legendary action that the blue traveler is capable of learning. Using this keyword in-game can alleviate the interuption in game flow that comes from not knowing which actions are special actions. For instance, when a creature attempts to use a learnable action, the DM can simply announce, "The dragon uses its special: action, reaction, legendary action, etc, to use fire breath." So without needing to ask, the blue traveler will know if he can learn the action or not.
At 1st level, you gain the ability to magically learn and recreate special actions and spells that successfully hit you. But in order for this to work, you must willingly take the hit and deny any attempt whatsoever to negate its effects. When you are targeted or in the area effect of a foe's spell or learnable special action you can choose to fail any saving throw involved and reduce your AC to 0 for the attack. Instead you make an Intelligence saving throw against the casters/users save DC (If the spell or special action has no DC, it is up to the DM to create a fitting one). If you fail you can not attempt to learn the same spell or special action until you have taken a long rest. If you succeed you still take the full effect of the spell or learnable special action, but you can add it to your list of known spells or special actions.
Learned special actions can only be actions, bonus actions, reactions, or legendary actions. They cannot be listed as a Melee or Ranged Weapon Attack. And they must directly target, or include the blue traveler in it's area of effect. Foe abilities that cast a spell are treated as spells for the purpose of learning. Blue travelers can learn spells of a higher level than they can cast, but they won't be useable until they can cast spells of that level, however they cannot learn spells that require a ritual as they cannot cast rituals. Learned legendary actions are used by spending a normal action, no matter what the cost of using it was to the original creature.
If a special action you are attempting to learn has a multiple choice of effects (such as a beholder's Eye Ray), you can only learn the effect you were hit by. Following with the same example, even though a creature such as the beholder can make three attacks with an Eye Ray using a single action, you may only make one. (In very niche situations where an special action would seem weak without making multiple attacks, your DM may rule otherwise.)
The process of learning from experience happens between the time when damage is dealt and before any conditions are applied, so if a spell or special action were to attempt to inflict a condition (such as unconscious, petrified, charmed, etc.), and you are able to recover from said condition, you will do so having learned the spell or special action if you succeeded on your learning attempt.
Mimic Spellcasting (Level 1)
You can use any spell you have memorized without preparation, but you must use all components required to cast spells unless otherwise stated. Any metamagic, feat enhancements, or other effects made in the spell when it was learned will not be replicated when you cast them.
Spell Memory
You have spell memory that expands depending on your level. The Blue Traveler table shows how much memory you have with which you can fill by learning spells. You can unlearn any spell you have learned before to free up space but must learn the spell by getting hit by it all over again if you do. Consigning a spell to oblivion is a severely stressfull task that requires 1 hour per forgotten spell, during this hour you are under severe mental strain and are unable to rest.
Spell Slots
The Blue Traveler table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your mimicked spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spellcasting Ability
Intelligence is your spellcasting ability for your blue traveler, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blue traveler spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your blue traveler spells.
Preparing and Casting Special Actions
Using your mimicry magic you are able to mirror the effects of other creatures special actions much like casting any other spell. As a blue traveler you have an unlimited memory for special actions. It is your job as a player to keep track of said special actions.
All special actions require a Verbal component to cast. Whenever a special action you cast asks you to make an attack or set a DC, refer to your spellcasting ability.
After casting a special action you lose your capacity to do so again until you successfully recharge it. At the start of each of your following turns, roll a d6, a result of 5-6 recharges your special action casting class feature. This replaces any innate recharge function attached to a special action when you learn it. You can cast a number of special actions equal to your Intelligence modifier, this amount resets after a short or long rest.
You prepare the list of special actions that are available for you to cast. To do so, choose a number of special actions from your memory equal to your Intelligence modifier + your proficiency bonus. Casting the special action doesn't remove it from your list of prepared special actions. You can change your list of prepared special actions when you finish a long rest.
Recommended Restrictions
Blue travelers have sacrificed their ability to cast their own spells for the ability to mirror a greater variety of them, therefore they can not multiclass with other spellcasting classes, or atleast, it would be unwise to.
Traveler's Path (Level 2)
At 2nd level, you come to a fork in the road where you must make the life long decision of which path you will travel. Three paths present themselves; the Path of Enlightenment, the Path of Martial Prowess, and the Path of the Gun Mage. All of which are detailed at the end of the class description. Your choice grants you features at 2nd level, then again at 3rd, 5th, 9th, 14th, and 18th level.
Miles to Go Before We Sleep (Level 2)
Beginning at 2nd level, when traveling, you motivate yourself and your companions to move at a faster pace than usual. When calculating travel speed, add 100 feet per minute, 1 mile per hour, or 6 miles per day to the normal speeds given in the PHB on page 182 under the Travel Pace table. When moving towards dangerous situations (DM's discretion advised) you double this effect.
Ease of Mind (Level 3)
At level 3 you become more adept at learning thus you may double your proficiency bonus on Intelligence saving throws made when trying to learn.
Traveler's Path feature (Level 3)
At 3rd level, you gain a feature granted by your Traveler's Path.
Ability Score Improvement (Level 4)
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. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Traveler's Path feature (Level 5)
At 5th level, you gain a feature granted by your Traveler's Path.
Analyze (Level 6)
At level 6, you may use your action to make a relevant Intelligence check (Arcana, History, Nature, Religion, Investigation)(DC = 12 + target's challenge rating (to a maximum of 30) to learn some helpful information about a creature's race (weaknesses, resistances, and special actions). To do so you must have a clear line of sight to the creature. If you fail you can not attempt to Analyze the same target for the next 24 hours.
Veteran Student (Level 6)
Weathered blue travelers who reach 6th level tend to develop techniques that help them survive when trying to "learn" a new spell or special action. Once per short rest you can choose to be treated as though you have resistance to damage from a spell or special action that you are attempting to learn.
Furthermore, when you are afflicted with a condition after attempting to learn a new spell or special action, you gain advantage on any subsequent saving throw made to end or stave off an effect.
Intercept (Level 7)
Starting at 7th level, as a reaction you can opt to jump in the way of an incoming effect which threatens an ally, becoming the new target of the effect. You can do this only when a creature attempts to make a weapon or spell attack or declares that an ally must make a Dexterity saving throw.
There must be at least a 5 ft. square of space between the enemy and the target (either the ally for an attack or the targeted point for an AOE) for you to move into and the distance traveled by you can not be greater than 10 feet. You must decide whether to use this feature before the attacker determines whether or not the attack has succeeded.
After interposing yourself between the two, you either become the new target of the effect (and the ally is safe) or the effect becomes centered on you (and your ally gains 3/4 cover against the effect). Note that, if applicable, you may now attempt to learn this effect through normal means.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Traveler's Path feature (Level 9)
At 9th level, you gain a feature granted by your Traveler's Path.
Fearless Fare (Level 10)
Your line of work requires that you put yourself in harms way to further your own progress. To be a blue traveler is to never hesitate in times of desperation, to carry on without worry or fright. At level 10 you become immune to all fear effects.
For the Sake of Learning (Level 10)
The most skilled blue travelers have gained the ability of resisting death in order to satisfy their curiosity for the most dangerous special actions. Beginning at level 10, once per long rest, if you are brought to 0 hp by a spell or special action which you are attempting to learn, you can instead, if you succeed on the learning attempt, drop to 1 hp and learn the spell or special action.
Traveler's Path feature (Level 11)
At 11th level, you gain a feature granted by your Traveler's Path.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Vigorous (Level 13)
Blue travelers become naturally more resilient as they expose themselves to more situations. At level 13, your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (This bonus stacks with the bonus granted by the Tough feat.)
Additionally whenever you roll your hit dice to regain hp you may add 2 to the result.
Traveler's Path feature (Level 14)
At 14th level, you gain a feature granted by your Traveler's Path.
Save the Queen (Level 15)
Beginning at level 15, twice per short rest, after successfully using intercept, you may immediately use the spell or special action you just blocked against the opponent who cast it. To do this you must make a concentration check, the DC is created by the attack you intercepted. In this very unique case you do not need to have learned the spell or special action to use it.
When you send the attack back at the caster, the attack roll, or save DC is set by your spellcasting ability.
You can not use save the queen if the attack you intercepted causes you to have a condition which restricts you from taking actions.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Far and Wide (Level 17)
At level 17, you've picked up a few things having experienced so much of the world in your travels. Choose two of the following background features that you do not already have, the details of which can be found on pages 125-139 of the PHB:
Acolyte, Shelter of the Faithful. For the traveler who has taken to the following of Fharlanghn, the God of Roads, horizons and travelling.
Folk Hero, Rustic Hospitality. For the traveler who has taken to the roads so that they may fight to defend troubled towns, and make their name known.
Guild Artisan, Guild Membership. For the traveler who frequents the travelers guild, and takes their job of mapping never before seen lands seriously.
Hermit, Discovery. For the traveler who has stumbled accross a great finding, or those looking to help the DM with a plot hook.
Outlander, Wanderer. For the traveler who is good at what they do.
Sage, Researcher. For the traveler seeking to learn a great magic.
Sailor, Ship's Passage. For the traveler who has earned their sea legs.
Traveler's Path feature (Level 18)
At 18th level, you gain a feature granted by your Traveler's Path.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Endless Journey (Level 20)
Upon reaching level 20, once per short rest, through sheer force of will to continue your journey, you gain the ability to open a doorway to another plane of your choice.
You conjure the doorway linking an unoccupied space you can see within 60 ft. to a location on a different plane of existence, the location can be as broad or precise as you determine it to be. The doorway can only be seen and used by creatures you have designated, it's size is undefined making any size creature capable of passing through. The doorway lasts 12 hours.
Deities and other planar rulers can prevent this doorway from being created in their presence.
This doorway can also be used by you to make passage to Journey's End once a year.
Journey's End
A legendary location that few even among the faithful to Fharlanghn have heard of. It exists, according to myth, in the center of the largest desert in the world, a tiny, hidden oasis where temperatures are not as uncomfortable as elsewhere in the region. A copse of magical orpheus trees enhance the powers of recuperation among those who rest beneath them. Their round, fist-sized fruits each function as a full day's rations. The beautiful waterfall there heals wounds and cures diseases. Those who swim in the crystalline pond will find that Fharlanghn himself will answer up to five simple questions they might ask.
Multiclassing
Multiclassing Requirements
{"con":13,"int":13}
Subclasses
Subclass Features
Path of Enlightenment
Path of Enlightenment (Level 2)
Your journey leads you down a path of otherwise unobtainable knowledge aswell as broadened mental capabilities. Blue travelers who follow this path tend to be the most scholarly amongst their peers, they find joy in the wonders of magic and the inner-workings of the mind. In addition to improving your intellect and magical prowess, you learn skills useful for delving into the minds of others, reading their thoughts, and feeling what they feel (physically aswell as emotionally).
Acute Mind
2nd-level Path of Enlightenment feature
Upon choosing this archetype at level 2, whenever you spot a creature casting a spell, you may use your reaction to make an Arcana (arcane magic) or Religion (divine magic) check in an attempt to know the exact spell they are casting. The DC is set by the casters spell save DC. If you succeed your reaction is refunded.
Profound Thinker
2nd-level Path of Enlightenment feature
When you choose this archetype at level 2, you gain the ability to learn 4 cantrips. Furthermore, you gain proficiency in all Intelligence checks, if you already have proficiency in a check, your proficiency is instead doubled for that check.
Arcane Recovery (Level 3)
3rd-level Path of Enlightenment feature
At 3rd level, whenever you finish a short rest, you regain the use of 2 spell slots.
Sympathy (Level 5)
5th-level Path of Enlightenment feature
Starting at level 5, an amount of times equal to your Intelligence modifier (minimum 1) per long rest, you can bind yourself to a willing creature you wish to learn through for 1 + Intelligence modifier turns as a bonus action.
While bound anything which effects the creature, effects you as well, damage and healing is split with you evenly (before any damage reduction), allowing you to learn whatever it was that was used on your bonded creature.
Furthermore, when bound to a creature this way, your emotional state changes to that of the bound creature.
Split Mind (Level 9)
9th-level Path of Enlightenment feature
At 9th level, once per short rest, you can concentrate on two spells at once. If while concentrating on two spells you must make a concentration check, you make a seperate check for both spells. If you attempt to cast a third concentration spell, both of your current concentration spells end, and the effect of split mind is lost.
Expanded Mind (Level 11)
11th-level Path of Enlightenment feature
At 11th level, your ability to mirror spellcasting begins to magnify allowing you to cast a very limited amount of higher level spells. At this level you can cast one 6th-level spell without expending a spell slot. You must finish a long rest before you can do so again. You gain one 7th-level spell use at 14th level, one 8th-level spell use at 16th level, and one 9th-level spell use at 18th level. You regain all uses when you finish a long rest.
Additionally, your spell memory begins to develop further, starting at this level you can remember 1 extra spell (Maximum 11), this development happens again at level 13, level 15, level 17, and level 19 (Maximum 15).
Comprehension (Level 14)
14th-level Path of Enlightenment feature
At 14th level you may use any spell scroll without having the spell memorized and may now learn a spell simply by reading it from a wizards spell book or a corresponding spell scroll. Additionally, you gain proficiency in Wisdom saving throws.
Manipulation (Level 18)
18th-level Path of Enlightenment feature
At 18th level, once per short or long rest, you can reach out with your mind to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw (DC is set by your Spell save DC). If the creature succeeds on the saving throw, you can't use this feature on it again for 24 hours. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature by expending a spell slot. The target automatically fails its saving throw against the spell.
Path of Martial Prowess
Path of Martial Prowess (Level 2)
Your journey leads you down a path wrought with direct confrontational combat. Blue travelers who take this path are often rambunctious, daring, and combatitive, they seek a thrill in the dangers of close-quarters fighting. While following this path you continually improve your effectiveness in melee combat situations.
Close Quarters Combatant
2nd-level Path of Martial Prowess feature
Upon choosing this archetype at level 2, you gain proficiency in medium armor and Strength (Athletics) checks.
Fighting Style
2nd-level Path of Martial Prowess feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Arcane Strike (Level 3)
3rd-level Path of Martial Prowess feature
Starting at level 3, once per round, you can sacrifice a spell slot for the day to receive a bonus on your next melee attack. You gain a +2 attack bonus per spell level and +2d4 weapon damage per spell level. This attack is considered magical.
Extra Attack (Level 5)
5th-level Path of Martial Prowess feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 18th level in this class.
Aptitude (Level 9)
9th-level Path of Martial Prowess feature
At level 9, your special action casting class feature recharges on a roll of 4-6.
Additional Fighting Style (Level 11)
11th-level Path of Martial Prowess feature
At 11th level, you can choose a second option from the Fighting Style feature of this archetype.
Blue Combo (Level 14)
14th-level Path of Martial Prowess feature
Blue travelers excel at fighting in tandem with their comrades. At 14th level, whenever a creature within 5 feet of you is hit by an attack made by an ally, you can use your reaction to make a melee attack against that creature.
Extra Attack (2) (Level 18)
18th-level Path of Martial Prowess feature
At 18th level, you can attack three times whenever you take the Attack action on your turn.
Path of the Gun Mage
Path of the Gun Mage (Level 2)
Your journey takes you down the path of the clever gunslinger. Blue travelers who take this path often possess a tactical mind, they tend to operate from safer distances than most other blue travelers. While navigating this path you will develop techniques that help you deal with nearly any situation, each of which involving gunplay in some manner.
Smoking Gun
2nd-level Path of the Gun Mage feature
Upon choosing this archetype at level 2, you gain proficiency in the use of renaissance firearms, also you ignore the loading property for firearms.
Fighting Style
2nd-level Path of the Gun Mage feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blue Bullet (Level 3)
3rd-level Path of the Gun Mage feature
At level 3 you can channel a magical effect through a bullet. With a bonus action you can sacrifice a spell slot for the day to embue your next attack with a firearm with elemental damage. This attack is considered magical.
You can tailor the effects by making a single choice from both of the following tables. You can also choose to roll randomly on one or both of the tables, doing so increases the DC of the saving throw by 1 for each randomizer dice (maximum 2) due to the unpredictable nature of your attack.
Creatures who are within the area of effect of this attack must make a Dexterity Saving throw to take half damage, the target of the attack does so with disadvantage if he was hit by the original firearm attack. You use your spell save DC to set the DC for this attack.
These effects happen whether or not the original firearm attack successful hits its target.
| d6 | Damage Type |
|---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Lightning |
5 | Thunder |
6 | Force |
| d4 | Area of Effect |
|---|---|
1 | Cone. A 30 ft. cone of the chosen element erupts from your gun tip centered in the direction of the target dealing 1d6 per spell level elemental damage to anyone within the area of effect provided they fail the saving throw. |
2 | Line. You deal 1d6 per spell level elemental damage to anyone in a direct line between you and the target of your attack, including the target provided they fail the saving throw. |
3 | Single Target. You deal 1d8 per spell level elemental damage to the target of your attack provided they fail the saving throw. |
4 | Sphere. You deal 1d6 per spell level elemental damage in a 20 ft. sphere centered on your target provided they fail the saving throw. |
Extra Attack (Level 5)
5th-level Path of the Gun Mage feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ardent Shooter (Level 9)
9th-level Path of the Gun Mage feature
At level 9, once per short rest, you can use your bonus action to harmonize with a firearm of your choice, that firearm gains a +1 magical bonus to its attack and damage rolls, furthermore attacks made from it are considered magical. You can remain harmonious for as long as you maintain concentration.
Additional Fighting Style (Level 11)
11th-level Path of the Gun Mage feature
At 11th level, you can choose a second option from the Fighting Style feature of this archetype.
Double Tap (Level 14)
14th-level Path of the Gun Mage feature
At 14th level, when you take the Attack action and attack with a firearm, you can expend your bonus action to make a single attack with the same weapon.
Augmented Blue Bullet (Level 18)
18th-level Path of the Gun Mage feature
At 18th level, if your firearm attack is a critical hit, you can double the damage dealt by blue bullet as well. Additionally, once per short rest, you can double the range of the area of effect of your blue bullet.
For the Single Target AoE, the bullet splits hitting the closest hostile creature to the original target, the second target must also be within your line of fire, if there is no second target available this has no effect.
For the Line AoE, the line extends past the intended target doubling the orginal distance traveled.