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Level Up: Advanced 5th Edition (A5E)
A5E ways of improving travel speed
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<blockquote data-quote="Tessarael" data-source="post: 9883497" data-attributes="member: 12909"><p><strong>In A5E, what are the ways to improve your travel speed?</strong></p><p><strong></strong></p><p><strong>Does a faster mount or faster movement speed improve your travel pace, or not? </strong>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.</p><p></p><p><strong>Does the 1st level <a href="https://a5e.tools/spell/longstrider" target="_blank">Longstrider spell</a>'s +10' movement speed for an hour help with travel speed, or not?</strong> 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.</p><p></p><p>The 3rd level spell <a href="https://a5e.tools/node/3543" target="_blank">Phantom Steed</a> 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.</p><p></p><p><strong>From A5E Trials and Treasure p.54:</strong></p><ul> <li data-xf-list-type="ul">Slow travel pace is 2 miles/hour - 16 miles/day.</li> <li data-xf-list-type="ul">Normal travel pace is 3 miles/hour - 24 miles/day, unable to use Stealth.</li> <li data-xf-list-type="ul">Fast travel pace is 4 miles/hour - 32 miles/day, -5 to passive Perception and disadvantage on Perception checks.</li> </ul><p><strong>Adventuring knacks that help with travel speed:</strong></p><ul> <li data-xf-list-type="ul">Adept's Marathon Runner techniques adds your martial arts die to Constitution saves vs. forced march.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Marshal's Keep Walking knack allows everyone to travel an additional hour before making the Constitution save for a forced march</li> <li data-xf-list-type="ul">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.</li> </ul></blockquote><p></p>
[QUOTE="Tessarael, post: 9883497, member: 12909"] [B]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? [/B]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. [B]Does the 1st level [URL='https://a5e.tools/spell/longstrider']Longstrider spell[/URL]'s +10' movement speed for an hour help with travel speed, or not?[/B] 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 [URL='https://a5e.tools/node/3543']Phantom Steed[/URL] 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. [B]From A5E Trials and Treasure p.54:[/B] [LIST] [*]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. [/LIST] [B]Adventuring knacks that help with travel speed:[/B] [LIST] [*]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. [/LIST] [/QUOTE]
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