Level Up (A5E) A5E ways of improving travel speed

Tessarael

Adventurer
In A5E, what are the ways to improve your travel speed?

Does a faster mount or faster movement speed improve your travel pace, or not?
From the A5E Trials and Treasure rules on page 54, it appears that they do not. Mounts can use gallop pace to travel 8 miles in an hour, but that's the limit there.

Does the 1st level Longstrider spell's +10' movement speed for an hour help with travel speed, or not? The rare variant allows you to ignore nonmagical difficult terrain, which avoids your movement speed being halved across difficult terrain, so it helps in that regard.

The 3rd level spell Phantom Steed gives you a riding horse with speed of 100' that travels 10 miles per hour at normal pace, and 13 miles per hour as a fast pace, with a duration of 1 hour. The rare version of Phantom Steed allows you to conjure a wagon with beasts to draw it, which can transport 6 creatures. With that rare 3rd level variant of Phantom Steed spending one 3rd level spell slot, you could travel 10 miles + 7x3 = 31 miles in a day at a normal pace; or 10x2 + 6x3 = 38 miles in a day at a normal pace spending two 3rd level spell slots; etc. Increasing to 38 miles at a fast pace with one 3rd level spell slot; or 50 miles at a fast pace with two 3rd level spell slots; etc.

From A5E Trials and Treasure p.54:
  • Slow travel pace is 2 miles/hour - 16 miles/day.
  • Normal travel pace is 3 miles/hour - 24 miles/day, unable to use Stealth.
  • Fast travel pace is 4 miles/hour - 32 miles/day, -5 to passive Perception and disadvantage on Perception checks.
Adventuring knacks that help with travel speed:
  • Adept's Marathon Runner techniques adds your martial arts die to Constitution saves vs. forced march.
  • Bard's Marching Song trick (A5E core p.129) allows allies within 30' to travel 1 mile faster than normal but not while using Stealth.
  • Fighter's Campaigner knack allows you to travel an additional number of hours equal to your proficiency bonus before making a Constitution saving throw for a forced march, and also doubles your carrying capacity.
  • Marshal's Keep Walking knack allows everyone to travel an additional hour before making the Constitution save for a forced march
  • Ranger's Forced Marcher knack (A5E core rulebook p.232) allows you to travel an additional number of hours equal to your proficiency bonus before making a Constitution saving throw for a forced march.
 

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