The Quartermaster ensures the party are well fed, well equipped, and well prepared for the road ahead. Having enough supplies and equipment to complete the journey is crucial, and having the right tools to deal with any complications can be the difference between the expedition grinding to a halt or overcoming a minor setback. Quartermasters usually have a strong back and are able to intuit the needs of the group. Their attentions are usually focused on the party, rather than the world around them. They spend their time monitoring and hauling supplies, offering aid, and keeping a sharp eye out for any additional stores that can be retrieved from the land. >[! important] For water vehicle travel, use the altered [[Open Waters - Altered Roles#Quartermaster|Quartermaster]] role. #### Classes Excelling at a Quartermaster role - The physical attributes and endurance of an Adept mean they can easily bear the burdens of others. - A Berserker's strength and hunting ability makes them a good candidate. - Clerics are often good negotiators and diplomats, with a keen eye for their companions’ spiritual and physical needs. - Druids have keen insight and adaptability, and can fill this role if the need arises. - A Fighter’s strength and physical capabilities mean that they make excellent Quartermasters. - Heralds may fill this role well enough. - Rangers are well used to traveling through lands both known and unknown, and how to navigate dangerous situations. ### Well Prepared You always come prepared, and have the right tools, gear, and food to keep everyone going and give a much needed boost when things get tough. At the start of [[Stage 3 - Make the Journey]], you gain a number of Supply Dice equal to your [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]]. For example, a 5th-level Quartermaster departs with three Supply Dice. The Supply Die is a d6 usually a d4). At any time throughout the Journey, as a reaction to an ally making an ability check, you can spend a Supply Die to improve the ally’s check, adding 1d6 to the result. You can decide to spend the Supply Die after your ally has rolled but before the GM declares whether the check succeeds or fails. ### Group Travel Checks can make one of the following checks during the [[Stage 3 - Make the Journey#Group Travel Check|Group Travel Check]] step of a Journey: - **Share the Load:** You take a few extra things from your fellow adventurers, lightening their load and allowing them to excel at their own tasks. Make an [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Athletics|Athletics]] check to carry some of your ally’s gear. - **Good As New:** You take an inventory of you and your ally’s equipment, sharpening blades, tightening straps, mending saddles and stirrups, and reshaping dented armour. Make an ability check using [blacksmith's tools](https://a5e.tabletopbytheik.nl/compendium/items/blacksmiths_tools) or [leatherworker's tools](https://a5e.tabletopbytheik.nl/compendium/items/leatherworkers_tools) to ensure the quality of the party’s gear. - **A Warm Meal:** You prepare a hearty feast or stiff drink for the group as you set off, ensuring everyone starts the expedition with a warm meal in their bellies and a spring in their step. Make an ability check using [cook's utensils](https://a5e.tabletopbytheik.nl/compendium/items/cooks_utensils) or [brewer's supplies](https://a5e.tabletopbytheik.nl/compendium/items/brewers_supplies) to start your journey off right. #journeyRole