Blue Traveler
Many during their traveles tend to train in basic melee
Standing outside the gaping maw of a cavern entrance you combat, which caters to their up-close and personal style.
hear a booming echo of an older man sound from within the While others on the contrary prefer a life dedicated to
cave’s depths, “Hey! You! Yeah you sleeping worm! Wake up! knowledge, these travelers forgo their martial training in
It’s time for dinner!” exchange for greater spellcasting abilities. There are even
The cave then shakes with a deafening roar while quiet rumors of gun-bearing, blue-coat wearing, seafarers
emanating a soft orange glow from deep within. The sound who sail under flags marked with the holy symbol of
stops, and the light fades once more to darkness. Suddenly Fharlanghn.
you see emerge before you sprinting out of the cave’s mouth,
with blue cape still aflame and flapping in the wind, is the A Love for Adventure
man you had heard taunting mere moments ago. He is a Usually blue travelers are lone wanderers, they prefer it that
short human, seeming to be well over the age of fifty, with a way so as to not jeopardize others for their own desires.
face that is a pure mixture of equal parts amusement and However, every once in a blue moon a traveler may happen
mischievousness. The man notices you and manages to across a bard whom they will travel alongside of due to
choke out mid sprint, “Best be on your way!.” He coughs common interests and appreciation for eachothers crafts.
twice, a puff of black smoke escaping each time. Besides this most of the time a blue traveler finds themself
He stops before your feet and dusts himself off along with with a group of fellow adventurers through happenstance like
squelching the flames behind him, before he continues on to being thrust into battle alongside them, or being hired for a
say, “Dragons are not to be fooled around with,... ” Another job requiring multiple adventurers. No matter how it
cough, another black wisp. happens, any group who shares the love for adventure that a
He chuckles and looks up at you with a childish grin, full of blue traveler has will likely welcome a blue traveler on
satisfaction, “nothing worse in this world than their hot, account of the carefree, joyous atmosphere they tend to
stinky breath.” emanate, and their abundance of knowledge about the world
Without another word, the man wanders off, as if nothing and it's dangers that they bring to the table.
extraordinary had just transpired, and you are left there alone
to choose the path that you will follow.
Creating a Blue Traveler
He Who Took the First Steps The first thing you have to do when making a blue traveler is
There are many tales regarding the first blue traveler, some of consult with your DM on whether the travelers guild, the deity
which paint him as a hero whom wandered the world fighting Fharlanghn, or firearms, have a place in the world they have
monsters with their own power. Other tales say he was a created. If they do not, it's not such a big deal, the class is still
sailor of sorts who was known by every barwench in every playable in every way, it will just be lacking a bit in the lore
brothel across the seas. Many speak of his courage, his department, and the gun mage path will be unavailable
willingness to walk alone into the darkest dungeons, and his without firearms. If your DM is open to adding these things to
uncanny knack for making it out alive. It is believed by most his world but needs inspiration or information regarding
that this man went by the name of Fharlanghn, the God of them he can see the wiki page on Fharlanghn here, as for the
Roads, horizons and travelling. guild, I've added a brief description of how I imagine it at the
Whether it be for their own desires, or a pilgrimage of sorts end of the class description under Extras.
for those who wish to pay homage to Fharlanghn, blue If you are starting at a level greater than 1, you should ask
travelers take to the road in honor of these tales of adventure your DM to assign you some starting spells or abilities so you
and exploration. It is for these reasons that they are treated are not a blank slate.
like clerics in a way when visiting a shrine to Fharlanghn,
which can be found at most crossroads and oases. Quick Build
You can make a blue traveler quickly by following these
Wayward Rover suggestions. First. Intelligence should be your highest ability
score. Make Constitution your next-highest ability score and
Blue travelers take the term "adaptive learner" to an entirely make either Dexterity or Strength your third highest
new level. They are mages who have mastered the art of using depending on your weapon of choice. Second, choose one of
magic to "mimic" the spells and abilities that have struck the following backgrounds; Guild Artisan, Outlander, Sage,
them. Be it the humble Cure spell or even the fiery breath of a Sailor, or make one of your own by following the rules set on
dragon, these travelers have learned how to copy them all. As page 125 under Customizing a Background.
long as they're willing to stand in the face of peril, the blue
travelers repertoire will continue to grow. In pursuit of this
growth the traveler must seek dangerous foes, thus creating a
cycle by which a life full of memorable experiences is
fabricated.
Anthony Vallozzi | Class | Blue Traveler
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Equipment
Class Features You start with the following equipment, in addition to the
equipment granted by your background:
As a blue traveler, you gain the following class features.
(a) a simple weapon of your chocie and a shield or (b) a
Hit Points martial weapon of your choice
Hit Dice: 1d8 per blue traveler level (a) studded leather armor or (b) scale mail
Hit Points at 1st Level: 8+ your Constitution modifier (a) component pouch or (b) a walking staff (arcane focus)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) dungeoneer’s pack (b) an explorer’s pack or (c) a
modifier per blue traveler level after 1st scholar’s pack
traveler’s clothes, a blue; cloak, coat, cowl, robe, shawl, or
Proficiencies tabard, a signet ring of the traveler's guild, and
Armor: Light armor, medium armor, and shields cartographer’s tools
Weapons: All simple and martial weapons, excluding all Alternatively, you can ignore the equipment here and in
ranged weapons your background, and buy 4d4 × 10gp worth of equipment
Tools: Cartographer’s tools from chapter 5 in the Player’s Handbook.
Saving Throws: Constitution, Intelligence
Skills: Arcana and choose three from History, Insight,
Investigation, Nature, Religion, or Survival
Equipment
The Blue Traveler
Proficiency Spell Spell Slot
Level Bonus Features Memory Slots Level
1st +2 Learning from Experience, Mimic Spellcasting 2 2 1st
2nd +2 Blue Traveler’s Path 3 2 1st
3rd +2 Ease of Mind, Archetype Feature 4 2 2nd
4th +2 Ability Score Improvement 5 2 2nd
5th +3 Archetype Feature 6 3 3rd
6th +3 Analyze, Veteran Student 7 3 3rd
7th +3 Intercept 8 3 4th
8th +3 Ability Score Improvement 9 3 4th
9th +4 Archetype Feature 10 4 5th
10th +4 Fearless Fare, For the Sake of Learning 10 4 5th
11th +4 Archetype Feature 10 4 5th
12th +4 Vigorous 10 4 5th
13th +5 Ability Score Improvement 10 5 5th
14th +5 Archetype Feature 10 5 5th
15th +5 Save the Queen 10 5 5th
16th +5 Ability Score Improvement 10 5 5th
17th +6 Far and Wide 10 6 5th
18th +6 Archetype Feature 10 6 5th
19th +6 Ability Score Improvement 10 6 5th
20th +6 Endless Journey 10 6 5th
Anthony Vallozzi | Class | Blue Traveler
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Spell Slots
Learning from Experience The Blue Traveler table shows how many spell slots you have.
At 1st level, you gain the ability to magically learn and The table also shows what the level of those slots is; all of
recreate abilities and spells that successfully hit you. But in your spell slots are the same level. To cast one of your
order for this to work, you must willingly take the hit and mimicked spells of 1st level or higher, you must expend a
deny any attempt whatsoever to avoid the hit. When a blue spell slot. You regain all expended spell slots when you finish
traveler is targeted or in the area effect of a foe's spell or a long rest. For example, when you are 5th level, you have two
learnable ability you can choose to fail any saving throw 3rd-level spell slots. To cast the 1st-level spell thunderwave,
involved and reduce your AC to 0 for the attack. Instead you you must spend one of those slots, and you cast it as a 3rd-
make an Intelligence saving throw against the casters/users level spell.
save DC (If the spell or ability has no DC, it is up to the DM to
create a fitting one). If you fail you can not attempt to learn Distinguishing Abilities from Abilities
the same spell or ability until you have taken a long rest. If
you succeed you still take the full effect of the spell or For clarity sake, any time a learnable monster ability
learnable ability, but you can add it to your list of learned is being refered to, it will be italicized.
abilities.
Learned abilities can only be actions, bonus actions,
reactions, or legendary actions. They cannot be listed as a Spellcasting Ability
Melee or Ranged Weapon Attack. And they must directly Intelligence is your spellcasting ability for your blue traveler,
target, or include the blue traveler in it's area of effect. Foe so you use your Intelligence whenever a spell refers to your
abilities that cast a spell are treated as spells for the purpose spellcasting ability. In addition, you use your Intelligence
of learning. Blue travelers can learn spells of a higher level modifier when setting the saving throw DC for a blue traveler
than they can cast, but they won't be useable until they can spell you cast and when making an attack roll with one.
cast spells of that level, however they cannot learn spells that
require a ritual as they cannot cast rituals. Learned legendary Spell save DC = 8 + your proficiency bonus + your Intelligence
actions are used by spending a normal action, no matter what modifier
the cost of using it was to the original creature. Spell attack modifier = your proficiency bonus + your Intelligence
If an ability you are attempting to learn has a multiple modifier
choice of effects (such as a beholders Eye Ray), you can only
learn the effect you were hit by. Following with the same Spellcasting Focus
example, even though a creature such as the beholder can You can use an arcane focus (found in chapter 5) as a
make three attacks with an Eye Ray using a single action, you spellcasting focus for your blue traveler spells.
may only make one. (In very niche situations where an ability
would seem weak without making multiple attacks, your DM Preparing and Casting Abilities
may rule otherwise.) Using your mimicry magic you are able to mirror the effects
The process of learning from experience happens between of other creatures abilities much like casting any other spell.
the time when damage is dealt and before any conditions are As a blue traveler you have an unlimited memory for abilities.
applied, so if a spell or ability were to attempt to inflict a It is your job as a player to keep track of said abilities.
condition (such as unconscious, petrified, charmed, etc.), and All abilities require a Verbal component to cast. Whenever
you are able to recover from said condition, you will do so an ability you cast asks you to make an attack or set a DC,
having learned the spell or ability if you succeeded on your refer to your spellcasting ability. After casting an ability you
learning attempt. lose your capacity to do so again until you successfully
recharge it. At the start of each of your following turns, roll a
Mimic Spellcasting d6, a result of 5-6 recharges your ability casting class feature.
You can use any spell you have memorized without This replaces any innate recharge function attached to an
preparation, but you must use all components required to ability when you learn it. You can cast a number of abilities
cast spells unless otherwise stated. Any metamagic, feat equal to your Intelligence modifier, this amount resets after a
enhancements, or other effects made in the spells will not be short or long rest.
replicated when you cast them. You prepare the list of abilities that are available for you to
cast. To do so, choose a number of abilities from your
Spell Memory memory equal to your Intelligence modifier + your proficiency
You have spell memory that expands depending on your level. bonus. Casting the ability doesn’t remove it from your list of
The Blue Traveler table shows how much memory you have prepared abilities. You can change your list of prepared
with which you can fill by learning spells. You can unlearn abilities when you finish a long rest.
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.
Anthony Vallozzi | Class | Blue Traveler
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Your line of work requires that you put yourself in harms way
Blue Traveler’s Path to further your own progress. To be a blue traveler is to never
At 2nd level, you come to a fork in the road where you must hesitate in times of desperation, to carry on without worry or
make the life long decision of which path you will travel. fright. At level 10 you become immune to all fear effects.
Three paths present themselves; The Path of Enlightenment, For the Sake of Learning
The Path of Martial Prowess, and The Path of the Gun Mage.
All of which are detailed at the end of the class description. The most skilled blue travelers have gained the ability of
Your choice grants you features at 2nd level, then again at 3rd, resisting death in order to satisfy their curiosity for the most
5th, 9th, 14th, and 18th level. dangerous abilities. Beginning at level 10, once per long rest,
if you are brought to 0 hp by an ability you are attempting to
Ease of Mind learn, you can instead drop to 1 hp with the ability learned if
At level 3 you become more adept at learning thus you may you succeeded on the learning attempt.
double your proficiency bonus on Intelligence saving throws Vigorous
made when trying to learn.
Blue travelers become naturally more resilient as they expose
Ability Score Improvement themselves to more situations. At level 12, your hit point
When you reach 4th level, and again at 8th, 12th, 16th, and maximum increases by an amount equal to twice your level.
19th level, you can increase one ability score of your choice Whenever you gain a level thereafter, your hit point maximum
by 2, or you can increase two ability scores of your choice by increases by an additional 2 hit points. (This bonus stacks
1. As normal, you can’t increase an ability score above 20 with the bonus granted by the Tough feat.) Additionally
using this feature. whenever you roll your hit dice to regain hp you may add 2 to
the result.
Analyze Save the Queen
At level 6, you may use your action to make a relevant Beginning at level 15, after successfully using intercept to
Intelligence check (Arcana, History, Nature, Religion, protect an ally, you may immediately use the spell or ability
Investigation)(DC = 12 + target's challenge rating (to a you just blocked against the opponent who cast it, to do this
maximum of 30) to learn some helpful information about a you must make a concentration check as if you were casting
creature's race (weaknesses, resistances, and abilities). To do the attack, and the attack you were just hit by creates the DC,
so you must have a clear line of sight to the creature. If you in this very unique case you do not need to have learned the
fail you can not attempt to Analyze the same target for the spell or ability.
next 24 hours.
Veteran Student Far and Wide
Weathered blue travelers who reach 6th level tend to develop At level 17, you've picked up a few things having experienced
techniques that help them survive when trying to "learn" a so much of the world in your travels. Choose one of the
new spell or ability. Once per short rest you can choose to be following background features that you do not already have,
treated as though you have resistance to damage from a spell the details of which can be found on pages 125-139 of the
or ability that you are attempting to learn. PHB:
Additionally, you may reduce the length of conditions Acolyte, Shelter of the Faithful. For the traveler who has
inflicted from spells and abilities you are attempting to learn taken to the following of Fharlanghn, the God of Roads,
by half. Horizons and Travelling.
Folk Hero, Rustic Hospitality. For the traveler who has
taken to the roads so that they may fight to defend troubled
Intercept towns, and make his name known.
Starting at 7th level, as a reaction you can opt to jump in the Guild Artisan, Guild Membership. For the traveler who
way of an incoming spell or ability targeted at an ally, frequents the travelers guild, and takes their job of mapping
replacing the target as the new target. There must be at least never before seen lands seriously.
a 5 ft. square of space between the ally and enemy who is Hermit, Discovery. For the traveler who has stumbled
attacking for you to move into and the distance traveled by accross a great finding, or those looking to help the DM with
you can not be greater than 10 feet. You must decide whether a plot hook.
to use this feature before the attacker determines whether or Outlander, Wanderer. For the traveler who is good at what
not the attack has succeeded. After interposing yourself he does.
between the two, you can decide whether you wish to Sage, Researcher. For the traveler seeking to learn a great
block(deflect) the effect by making the appropriate save (or by magic.
having a high enough AC if it’s an attack) or take the hit in an Sailor, Ship's Passage For the traveler who has earned his
attempt to learn the effect. If the effect you are trying to block sea legs.
would still threaten your ally, they are treated as behind three-
quarters cover when determining any attack roll or saving
throw.
Fearless Fare
Anthony Vallozzi | Class | Blue Traveler
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Split Mind
Endless Journey At 9th level, once per short rest, you can concentrate on two
Upon reaching level 20, once per short rest, through sheer spells at once.
force of will to continue your journey, you gain the ability to
open a doorway to another plane of your choice. The doorway Expanded Mind
can only be seen and used by creatures you have designated, At 11th level, your ability to mirror spellcasting begins to
it's size is undefined making any size creature capable of magnify allowing you to cast a very limited amount of higher
passing through. The doorway lasts 12 hours. This doorway level spells. At this level you can cast one 6th-level spell
can also be used by the blue traveler to make passage to without expending a spell slot. You must finish a long rest
Journey's End once a year, details on Journey's End can be before you can do so again. You gain one 7th-level spell use at
found under Extras after the class archetype descriptions. 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.
Blue Traveler Paths Additionally, your spell memory begins to develop further,
To survive the deadly situations that they are prone to, a blue starting at this level you can remember 1 extra spell
traveler must further develop their combat techniques. They (Maximum 11), this development happens again at level 13,
do so by specializing in a field that resonates with them. The level 15, level 17, and level 19 (Maximum 15).
most common pursuit is the study of spellcasting, closely
followed by melee combat training, and lastly, and much more Comprehension
scarceley, instruction in the use of firearms. At 14th level you may use any spell scroll without having the
spell memorized and may now learn a spell simply by reading
Path of Enlightenment it from a wizards spell book or a corresponding spell scroll.
Additionally, you gain proficiency in Wisdom saving throws.
Your journey leads you down a path of otherwise
unobtainable knowledge aswell as broadened mental Manipulation
capabilities. Blue travelers who follow this path tend to be the At 18th level, once per short or long rest, you can reach out
most scholarly amongst their peers, they find joy in the with your mind to read a creature’s thoughts. You can then
wonders of magic and the inner-workings on the mind. In use your access to the creature’s mind to command it. As an
addition to improving your intellect and magical prowess, you action, choose one creature that you can see within 60 feet of
learn skills useful for delving into the minds of others, you. That creature must make a Wisdom saving throw (DC is
reading their thoughts, and feeling what they feel (physically set by your Spell save DC). If the creature succeeds on the
aswell as emotionally). 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
Acute Mind thoughts (those foremost in its mind, reflecting its current
Upon choosing this archetype at level 2, whenever you spot a emotions and what it is actively thinking about) when it is
creature casting a spell, you may use your reaction to make within 60 feet of you. This effect lasts for 1 minute. During
an Arcana (arcane magic) or Religion (divine magic) check in that time, you can use your action to end this effect and cast
an attempt to know the exact spell they are casting. The DC is the suggestion spell on the creature by expending a spell slot.
set by the casters spell save DC. If you succeed your reaction The target automatically fails its saving throw against the
is refunded. spell.
Profound Thinker Path of Martial Prowess
Starting at level 2, you gain the ability to learn 4 cantrips.
Furthermore, you gain advantage on any and all Intelligence Your journey leads you down a path wrought with direct
checks. confrontational combat. Blue travelers who take this path are
often rambunctious, daring, and combatitive, they seek a thrill
Arcane Recovery in the dangers of close-quarters fighting. While following this
At 3rd level, whenever you finish a short rest, you regain the path you continually improve your effectiveness in melee
use of 2 spell slots. combat situations.
Sympathy Fighting Style
Starting at level 5, an amount of times equal to your You adopt a particular style of fighting as your specialty.
Intelligence modifier (minimum 1) per long rest, you can bind Choose one of the following options. You can’t take a Fighting
yourself to a creature you wish to learn through for 1 + Style option more than once, even if you later get to choose
Intelligence modifier turns as a bonus action, any effects that again.
creature takes, including damage and healing, is split with Defense
you evenly (before any damage reduction), allowing you to While you are wearing armor, you gain a +1 bonus to AC.
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.
Anthony Vallozzi | Class | Blue Traveler
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Dueling Fighting Style
When you are wielding a melee weapon in one hand and no You adopt a particular style of fighting as your specialty.
other weapons, you gain a +2 bonus to damage rolls with that Choose one of the following options. You can’t take a Fighting
weapon. Style option more than once, even if you later get to choose
again.
Great Weapon Fighting
Gunmanship
When you roll a 1 or 2 on a damage die for an attack you You gain a +2 bonus to attack rolls you make with firearms.
make with a melee weapon that you are wielding with two (This bonus does not stack with that of the archery fighting
hands, you can reroll the die and must use the new roll, even style.)
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit. Close Quarters Shooter
Two-Weapon Fighting You are trained in making ranged attacks at close quarters.
When you engage in two-weapon fighting, you can add your When making a ranged attack while you are within 5 feet of a
ability modifier to the damage of the second attack. hostile creature, you do not have disadvantage on the attack
roll. Your ranged attacks ignore half cover and three-quarters
Protection cover against targets within 30 feet of you. Finally, you have a
When a creature you can see attacks a target other than you +1 bonus to attack rolls on ranged attacks.
that is within 5 feet of you, you can use your reaction to Run and Gun
impose disadvantage on the attack roll. You must be wielding When you use the attack action to make only ranged attacks
a shield. you can use your bonus action to take the dash action. When
Arcane Strike dashing in this manner your speed only increases by one half
Starting at level 3, once per round, you can sacrifice a spell of your normal speed.
slot for the day to receive a bonus on your next melee attack. Blue Bullet
You gain a +2 attack bonus per spell level and +2d4 weapon At level 3 you can channel a magical effect through a bullet.
damage per spell level. This attack is considered magical. With a bonus action you can sacrifice a spell slot for the day
Extra Attack to embue your next attack with a firearm with elemental
Beginning at 5th level, you can attack twice, instead of once, damage. This attack is considered magical.
whenever you take the Attack action on your turn. Again at You can tailor the effects by making a single choice from
18. both of the following tables. You can also choose to roll
randomly on one or both of the tables, doing so increases the
Aptitude DC of the saving throw by 1 for each randomizer dice
At level 9, your ability casting class feature recharges on a roll (maximum 2) due to the unpredictable nature of your attack.
of 4-6. Creatures who are within the area of effect of this attack
must make a Dexterity Saving throw to take half damage, the
Additional Fighting Style target of the attack does so with disadvantage if he was hit by
At 11th level, you can choose a second option from the the original firearm attack. You use your spell save DC to set
Fighting Style archetype feature of this archetype. the DC for this attack.
These effects happen whether or not the original firearm
Blue Combo attack successful hits its target.
Blue travelers excel at fighting in tandem with their d6 Damage Type
comrades. At 14th level, whenever a creature within 5 feet of d6 Damage Type
d4 Area of Effect
you is hit by an attack made by an ally, you can use your 1 Cone
reaction to make a melee attack against that creature. 1 Acid
2 Line
2 Cold
Path of the Gun Mage 3 Fire
3 Single Target
Your journey takes you down the path of the clever gunslinger. 4 Lightning
4 Sphere
Blue travelers who take this path often possess a tactical
mind, they tend to operate from safer distances than most 5 Thunder
other blue travelers. While navigating this path you will 6 Force
develop techniques that help you deal with nearly any d6 Damage Type
situation, each of which involving gunplay in some manner.
Smoking Gun
You gain proficiency in the use of renaissance firearms, also
you ignore the loading property for firearms.
Anthony Vallozzi | Class | Blue Traveler
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Area of Effect
1 Cone. A 30 ft. cone of the chosen element erupts from your
Extra
gun tip centered in the direction of the target dealing 1d6 per The Guild
spell level elemental damage to anyone within the area of The travelers guild is a guild dedicated to a few things, first
effect provided they fail the saving throw. and foremost it is hearth and home to any traveler who walks
2 Line. You deal 1d6 per spell level elemental damage to through its doors. The guilds second duty is dedication to
anyone in a direct line between you and the target of your mapping every nook and cranny of the realm, keeping note on
attack, including the target provided they fail the saving important discoveries and locations, and keeping them secret
throw. if deemed necessary. Thirdly, it is a place of buisness where
3 Single Target. You deal 1d8 per spell level elemental blue travelers can go to set up shop and sell any wares they
damage to the target of your attack provided they fail the have found in their explorations, this business works well
saving throw. because there will always be another traveler present who is
4 Sphere. You deal 1d6 per spell level elemental damage in a in need. Last, but certainly not least, it is a place of reverance
20 ft. sphere centered on your target provided they fail the for the deity Fharlanghn.
saving throw. The guild also serves lesser purposes such as being a
gathering place for storytellers, or where travelers can
Extra Attack practice pedagogy amongst their peers.
Beginning at 5th level, you can attack twice, instead of once, Seeing how there are so many functions the guild serves,
whenever you take the Attack action on your turn. and how open it's doors are, the travelers guild building tends
to always be quite large in size, having to accommodate so
Ardent Shooter many.
At level 9, once per short rest, you can use your bonus action At the entrance to every guild is a clerk, when a traveler
to attune to a firearm of your choice, that firearm gains a +1 comes seeking housing, the clerk always asks one simple
magical bonus to its attack and damage rolls, furthermore question, "From where have you come?" The grade of the
attacks made from it are considered magical. You can remain room is decided by the answer given, the greater the distance,
attuned for as long as you maintain concentration. the greater the luxuries of the room provided. No matter
what, the fee is always the same, whatever you can afford.
Additional Fighting Style
At 11th level, you can choose a second option from the Journey's End
Fighting Style archetype feature of this archetype.
A legendary location that few even among the faithful to
Double Tap Fharlanghn have heard of. It exists, according to myth, in the
At 14th level, when you take the attack action and attack with center of the largest desert in the world, a tiny, hidden oasis
a firearm, you can expend your bonus action to make a single where temperatures are not as uncomfortable as elsewhere
attack with the same weapon. in the region. A copse of magical orpheus trees enhance the
powers of recuperation among those who rest beneath them.
Augmented Blue Bullet Their round, fist-sized fruits each function as a full day's
At 18th level, if your firearm attack is a critical hit, you can rations. The beautiful waterfall there heals wounds and cures
double the damage dealt by blue bullet as well. Additionally, diseases. Those who swim in the crystalline pond will find
once per short rest, you can double the range of the area of that Fharlanghn himself will answer up to five simple
effect of your blue bullet. questions they might ask.
For the Single Target AoE, the bullet splits hitting the
closest hostile creature to the original target, the second Recommended Restrictions
target must also be within your line of fire, if there is no Blue travelers have sacrificed their ability to cast their own
second target available this has no effect. spells for the ability to mirror a greater variety of them,
For the Line AoE, the line extends past the intended target therefore they can not multiclass with other spellcasting
doubling the orginal distance traveled. classes, or atleast, it would be unwise to.
Anthony Vallozzi | Class | Blue Traveler
7
The Road Not Taken
Two roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;
Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there
Had worn them really about the same,
And both that morning equally lay
In leaves no step had trodden black.
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should ever come back.
I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference.
~ by Robert Frost
A short poem I found while looking for inspiration for the
class. Could be a poem the people of the travelers guild live
by.
Art in Order of Appearance
n/a
Credits
Anthony Vallozzi: aka /u/ch33ri000z & Capt Hooks,
creator and developer.