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 does, but only for one hour. With a mount at gallop pace, you travel 8 miles in that one hour, but that's the limit there - unless you've got relay stations set up to change horses in the manner of the Pony Express.

If you have an expert Teamster follower (cost 5,000gp) then up to 4 mounts can gallop for 2 hours/day instead of 1 hour/day.

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. However, the +10' movement speed does not change your travel speed, just as higher or lower movement speeds are assumed to average out over the course of travel.

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 13 + 7x4 = 41 miles at a fast pace with one 3rd level spell slot; or 13x2 + 6x4 = 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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It is not explicitly specified what travel speed the 7th level Wind Walk spell provides. It provides a 300' fly speed, so you can fly up to avoid difficult terrain. For simplicity, I would assume it just multiplies the fast travel pace by 10x, thus 40 miles/hour - 320 miles in the 8 hour duration, unable to Stealth, and -5 to passive Perception and disadvantage on Perception checks.
 

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