Paladin Subclass: Oath of the Traveller (Dungeons & Dragons 5th Edition) (Updated for 2024)

A fast moving, rapid striking subclass for the paladin, borrowing from the toolkit of the monk and taking aesthetic inspiration from the Rōnin or ‘wandering adventurer’ archetype.

The Oath of the Traveller is taken by the paladins who wish not to actively seek or hunt evil, or further their own goals, but to move with the wind, allow themselves to be carried by the flow of life, and removing corruption along that path. Also known as rōnin or cloud knights, they often join adventuring parties as a means to cleanse and vanquish threats to the realm with others while still wandering.

Tenets of the Traveller:
While the wording of these tenets change from paladin to paladin, their core message always remain the same.

Move. Never stay in a singular place for long.
Improve. Leave every place better than you entered it.
Respect. Show your appropriate respects to those who accommodate your journey.
Vanquish. Remove the evils that cross your path.

Level 3: Oath of the Traveller Spells

Paladin Level            Spells

3rd                      Longstrider, Jump

5th                     Blur, Gust of Wind

9th                      Blink, Haste

13th                     Dimension Door, Freedom of Movement

17th                    Steel Wind Strike, Control Winds

Level 3: Cleansing Movement

As an action, you may use expend one use of your Channel Divinity to move up to half your movement to a creature you see. If in range, you may make a melee attack against that creature, then move up to half your movement again, without provoking opportunity attacks.

Level 3: Ease of Movement

If you are wearing light or no armour, and not wielding a shield, you gain the following benefits:
You can dash or disengage as a bonus action.
You gain an Armour Class bonus equal to half your proficiency bonus (rounded down).

Level 7: Aura of Swiftness

The wind that you follow always blows behind you and your allies. You and friendly creatures within your Aura of Protection gain an extra 10 feet to their movement speed. If a creature leaves the aura, the benefit is retained until the end of their turn.
At 18th level, the range of this aura increases to 30 feet.

Level 15: Untraceable Speeds

You may cast Greater Invisibility once per long rest, without material components and without expending a spell slot. The effects of Greater Invisibility are also lost if you do not move at least 30 feet on your turn.

Level 20: Gale Incarnation

At 20th level, as an action, you can create blustering winds around you to enhance your movement and imbue your strikes with a storming force. For 1 minute, you gain the following benefits:
Barrier of Wind. Enemies have disadvantage on attack rolls against you.
Swift Reaction. You gain advantage on dexterity saving throws.
Unmarkable Target. You no longer provoke attacks of opportunity when moving out of an opponent’s melee range.
Imbued Strikes. Your melee attacks deal force damage.