The very being of a traveler sorcerer is tied to something from elsewhere in the multiverse that calls to them from beyond the Material Plane. They may be the descendant of an extraplanar ancestor, a survivor of a disastrous conjunction of the planes, the heir of a family curse from a spiteful fey, or something else entirely. One way or another, the traveler sorcerer’s very essence seeks to chase horizons unknown—whether they follow its whims proudly or resist its pull, it grants them powers to help them on their travels.
Table: Traveler Archetype Spells
Sorcerer Level | Archetype Spells |
---|---|
1st | comprehend languages, faerie fire, feather fall, longstrider |
3rd | darkvision, levitate, misty step, pass without trace |
5th | blink, fly, protection from energy, water walk |
7th | banishment, dimension door, freedom of movement, greater invisibility |
9th | conjure elemental, mislead, teleportation circle, tree stride |
At 1st level when you choose this archetype, you learn the language of elementals. You can speak, sign, read, and write Primordial.
In addition, you can always choose to use Charisma when making an ability check to navigate, survive in, or remember information about planes of existence other than the Material Plane.
Also at 1st level, after casting a spell of 1st-level or higher, you can teleport a short distance to an unoccupied space you can see. The maximum range of this teleportation is equal to 5 feet plus 5 feet per level of the spell.
Starting at 6th level, once per round when you fail a saving throw against an effect that would cause you to become grappled, incapacitated, paralyzed, petrified, restrained, or stunned, you can spend 1 sorcery point, and reroll one d20 used in the saving throw.
At 14th level, choose one of the following boons:
When you finish a long rest, you may switch out your active boon with one other boon from this list.
At 18th level, you can spend 1 hour in meditation to cast astral projection, dream, or etherealness. Each of these spells is slightly different when cast using this feature, as described below:
Astral Projection. The spell requires no material components, but only affects you.
Dream. You are the messenger in the dream, and while you are influencing the dream you are completely detached from your body.
Etherealness. When the spell ends, you reappear in the space you were in when you originally cast the spell.
After using this feature, you cannot do so again until you finish a long rest.