Fighter
Base Class: Fighter

Adventurers, vagrants, vagabonds, wanderers.  Any of these describe the Traveler.   A Traveler chooses to travel for the sake of it, rather than the destination.  Even before their current adventure, they'd been around the bush more than once or twice.  They've made friends, made enemies, and simply follow the direction the wind takes them.

For what reason do you travel?  Perhaps in your youth, you were a grand adventurer, but retired.  Age took it's toll, and now you travel again simply to relieve your glory days, or to finish them out.   Perhaps you were part of a traveling caravan, and made friends across the land, while picking up a few tricks here and there.  Whatever your reasons, you likely have a better lay of the land of your friends, and an experience that you hope to share.

I Know A Guy

Starting at level 3, you recall a few friends that might help you on your way.   You and the DM create 5 NPCs located in 5 locations across the map.  These NPCs can be helpful to you and your party, providing a place to rest, information, or perhaps discounted gear.   These NPCs always owe the character one favor, after which they're 'Even', at which point the NPCs disposition is determined by the backstory between your character and theirs.

Bonus Proficiency 

At level 3, choose two of the following skills and gain proficiency with them.  History, Survival, Animal Handling, Nature, Medicine, Arcane.   If you already have proficiency with the chosen skill, you instead gain expertise with it.

Trap Sense

Starting at level 7, you gain an uncanny sense that the area is perhaps a bit off.   You gain a +5 to passive perception to detect traps and creatures that are hidden from you.  In addition, you have advantage on all saving throws to resist the effects of traps.


Treasure Sense

Starting at level 7, you have a sense where someone would hide their treasure if they were you.  You gain a number of uses Treasure Sense equal to your Proficiency Bonus.  Treasure Sense lasts for one minute, and lets you know the general direction within 60 feet of you where treasure is (If there is anything of value), and advantage on investigation and perception checks to determine where it would most likely be hidden.   Once you use all uses, you regain them after a long rest.

I Remember That...

Starting at level 10, you're able to recall various information you've collected.   When you roll a knowledge check, you may choose to treat 7 or below as an 8.  In addition, you are able to use the spell Legend Lore without components a number of times equal to your proficiency bonus (Intelligence is the statistic used for casting), requiring a long rest to regain uses.

Far Strider

Starting at level 15, your movement speed increases by 15 feet.  In addition, you have advantage on saving throws to resist the effects of Exhaustion from spell or weather effects.   


Any Port in the Storm
Starting at level 15, your feats have managed to garner a following.  When traveling to a new city, taverns and inns charge you nothing for you and your companions.  This allows for free beds, food, and drink, often in exchange for telling of your various deeds.  In addition, you gain the Performance skill proficiency, having become used to the various tales you woven over your adventure.

Journey's End

Starting at level 18, you've learned a great deal from the road itself.  While the destination was never on your mind, you know that it is indeed close at hand.  You gain the following abilities.

-You may use your bonus action for knowledge checks when investigating during combat.
-You gain a small keep and title of nobility from a land you've visited, and are in good standing with.
-You gain Proficiency Persuasion and Intimidation , as well as advantage on checks dealing with creatures you are in good standing with.
-Once per round, when you successfully hit a creature, you may deal an additional 2d6 of the weapon damage type you're using.

Traveler Image

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