The Teamster moves things. Ore from the pit to the smelter, grain from wherever it grew to a capital that eats more than it grows, and a crate that would rather not be declared. Every character earns while you are away. A Teamster's earns by going somewhere, with something in the back, and that is a different job with a different upside and a much more interesting way to lose.
Low status, competent, and absolutely required. Without haulage, fifty settlements sit on ore they cannot use while three capitals starve for input.
| Hit Die | d10 |
| Primary Ability | Wisdom and Constitution |
| Saving Throws | Constitution, Wisdom |
| Armor | Light, medium, shields (heavy armor and a full load do not mix) |
| Weapons | Simple, plus crossbow, spear, handaxe and quarterstaff, what actually rides on a wagon |
| Tools | Navigator's tools, cartographer's tools, land vehicles, one artisan's tool |
| Skills | Choose 3 from Animal Handling, Insight, Investigation, Nature, Perception, Persuasion, Survival |
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Drover (carry far above any other class; handle pack animals, wagons and land vehicles without penalty), Road-Read (proficiency on the per-tile passage check) |
| 2 | +2 | Load Discipline (halve the speed penalty cargo imposes; reduce a loaded wagon's stealth penalty by one step) |
| 3 | +2 | Road (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Standing Haul (your time away becomes a route with cargo on it, priced on the spread and exposed on the road) |
| 6 | +3 | Waymarks (a completed route costs less time on every later run; per-character route memory) |
| 7 | +3 | Road feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Break Contact (disengage the whole convoy from an encounter, cargo intact, at a time cost) |
| 10 | +4 | Convoy (trip-scoped escorts, and the first guard slot an allied or alt sheet can fill) |
| 11 | +4 | Bulk (a second wagon or a multi-animal train; a real capacity tier, and a much bigger target) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Road feature |
| 14 | +5 | Supply Line (service a military claim's supply_state; the warfare role) |
| 15 | +5 | Cache (hide part of the load in the tile) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Road feature |
| 18 | +6 | Old Hand (advantage on the map-entry Perception check; you cannot be surprised on a route you have run, awake or idle) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | Lane (an exclusivity contract on a corridor you have connected) |
Drover (L1). Carry far above any other class; handle pack animals, wagons and land vehicles without penalty. Road-Read (L1). Proficiency on the passage check for every tile you cross.
Load Discipline (L2). Halve the speed penalty cargo imposes, and drop a loaded wagon's stealth penalty a step. On a cross-map run at 80% load that is most of a working day returned to you.
Standing Haul (L5). Your time away stops being a wage and becomes a route. Set the road, the cargo, the customs posture, the tolls you will pay and the escorts you are bringing, and it runs. It earns more than sitting still. It can also be robbed, which sitting still cannot.
Waymarks (L6). A route you have completed costs less time on every later run. Break Contact (L9). Disengage the whole convoy from an encounter, cargo intact, at a cost in time. Convoy (L10). Trip-scoped escorts, and the first guard slot an ally can fill. Bulk (L11). A second wagon or a multi-animal train: a real capacity tier, and a much bigger target.
Supply Line (L14). Service a military claim's supply state, the warfare role. Cache (L15). Hide part of the load in the tile. Old Hand (L18). You cannot be surprised on a route you have run, awake or idle. Lane (L20). An exclusivity contract on a corridor you connected.
A Teamster's Road is the kind of cargo they build a life around; features at 3, 7, 13, 17.
Your wagon eats whether or not it moves. Four draft horses cost fodder every day, and a mount that dies is gone for good. Animals do not respawn. That is the risk premium the Marches route charges in something other than blood.
The Teamster is the class the map was drawn for. A loaded wagon crosses the continent in about ten days of real time, and the regional haul at three days is the actual trade: roughly nine runs a month, twelve if you forced-march and accept the exhaustion.
Free class unless marked otherwise. No unlock needed: pick it at character creation and start.
More: All classes · Character · Stats, Skills & Professions · Combat
Always: Mortmain · Start Here · Reference