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Wanderer

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 + your Constitution modifier per ranger level after 1st
armor proficiencies: Light, medium, shields
weapon proficiencies: Simple, martial
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • A longbow and a quiver of 20 arrows


spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.   Spell Slots   The wanderer table shows how many spell slots you have to cast your warden spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.   Spells Known of 1st Level and Higher   You know two 1st-level spells of your choice from the wanderer spell list.   The Spells Known column of the wanderer table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the wanderer spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability   Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Additional Warden Spells

2nd-level Warden feature   The spells in the following list expand the wanderer spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.  
Level Additional Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast
3rd Elemental weapon, Meld into stone, Revivify, Summon fey
4th Dominate beast, Summon elemental
5th Greater restoration
class features:

Chosen Prey

1st level Wanderer feature   You know how to focus your senses on a particular creature that you have designated as your prey. Beginning at 1st level, you can use a bonus action to designate a single creature that you can see or that you are tracking as your chosen quarry. You always add your Proficiency Bonus to any Intelligence or Wisdom check you make to either find, track or recall knowledge about the target creature. If you would already add your Proficiency Bonus to the skill check, you double your proficiency bonus instead.   You can have only one creature designated as your chosen prey at a time. If you target a creature with this feature and already have another creature designated as your prey, the prior creature loses the designation. The designation lasts until you finish a long rest.   You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.   Chosen Prey grants additional benefits at 6th and 14th level.  

Favoured Terrain

1st level Wanderer feature   You have become an expert at understanding the challenges of certain environments and how to navigate them. Beginning at 1st level, choose arctic, desert, forest, grassland, mountain, swamp, underground or underwater as your favoured terrain. Consult with your DM about which terrain type would be most appropriate when you gain this feature.   You gain the following benefits while you are within your favoured terrain:
  • You are not slowed by non-magical difficult terrain.
  • You have advantage on Athletics, Acrobatics, Nature and Survival checks to move, navigate or forage in your favoured terrain.
  • Your favoured terrain does not slow your groups travel during exploration.
Favoured Terrain gains additional effects at 6th and 10th level.  

Fighting Style

2nd level Wanderer feature   At 2nd level, you adopt a particular fighting style as your speciality. Choose one of the following options. You can't gain the same fighting stlye more than once, even if you later get to choose additional fighting styles.
Archer
Blind Figthing
Defence
Druidic Warrior
Duelling
Thrown Weapon Fighting
Two-Weapon Fighting

Wanderer Archetype

3rd level Wanderer feature   At 3rd level, you choose an archetype you strive to emulate. Your choice grants you additional features at 3rd, 7th, 11th and 15th level.  

Primal Empathy

3rd level Wanderer feature   At 3rd level, you gain an instinctual connection to natural creatures, enabling you to communicate with them at a rudimentary level. You can use Persuasion to try and influence an animals attitude towards you or to make very basic requests of them. In most instances, even wild animals will give you the time to make your case.  

Ability Score Improvement

4th level feature   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

5th level Wanderer feature   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Favoured Prey

6th level Wanderer feature   At 6th level, you have gained significant experience or expert knowledge on certain types of wild creatures and can hunt them more easily. Choose either beasts, dragons, fey, giants, monstrosities or plants.   When you roll inititiative and can see an enemy of your chosen type, you can use your Chosen Prey feature as a free action, targeting that creature. You can use this feature even if you haven't yet identified the creature's type, though it does not work against enemies disguised as other creatures.   Additionally, you gain advantage on any check you make using your Chosen Prey feature if the designated creature is of your chosen type.  

Favoured Terrain Improvement

6th level Wanderer feature   You are able to adapt to almost any natural environment given time. You can spend 1 hour attuning yourself to your current terrain type and make it your favoured terrain, temporarily replacing your current favoured terrain. If you finish a long rest outside of the new favoured terrain, your favoured terrain reverts back to your original choice you made at 1st level.  

Wary Passage

8th level Wanderer feature   Your keen senses keep you wary of potential dangers and hazards. You always have a chance to spot traps or hazards, even if you aren't actively searching for them. You also have advantage on Saving Throws against their effects.  

Natural Camouflage

10th level Wander feature   You are able to rapidly blend yourself into your surroundings. You can always attempt to hide or move stealthily in natural terrain, even without cover or obscuring features typically necessary to hide from foes.  

Favoured Terrain Improvement

10th level Wanderer feature   Your mastery of the natural world increases. Your movement is no longer slowed by all non-magical difficult terrain, not just within your chosen favoured terrain. Your favoured terrain type also grants you additional bonuses to your movement, depending on your choice.
  • Arctic, Desert, or Grasslands: +10 foot bonus to land speed
  • Forest, Mountain, or Underground: A climbing speed equal to your land speed. If you already have a climbing speed, increase the climbing speed by +10 feet.
  • Swamp or Underwater: A swimming speed equal to your land speed. If you already have a swimming speed, increase the swimming speed by +10 feet.

Hidden Hunter

14th level Wanderer feature   You blend into the natural world so well, most foes have trouble seperating you from your surroundings. While in natural terrain, you are always concealed from all foes if you choose to be.  

Predatory Instinct

14th level Wanderer feature   You have learned to instinctively identify the weaknesses or strengths of your prey. When you succeed or critically succeed at a check to recall knowledge against a creature you have designated using your Chosen Prey feature, you always learn about at least one of the creatures damage resistances, damage immunities, or condition immunities (your choice).   You gain this information in addition to any information you would otherwise get for succeeding to recall knowledge.

Preternatural Senses

18th level Wanderer feature   Your senses are so sharp, you catch the even the slightest traces of the presence of foes. Provided you aren't Blinded or Deafened, creatures cannot gain the benefits of the Concealed, Hidden or Undetected conditions against your attacks or other effects, and you always know what space they occupy.
subclass options:

Fey Steward

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Steward, a Wanderer who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.  

Dreadful Strikes

3rd level Fey Steward featue   You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. Once per turn, when you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which is increased to 1d6 against a creature desginated as your chosen prey.   This features extra damage increases when you reach certain levels in this class; to 1d6 at 7th level, to 1d8 at 11th level, and to 1d10 at 16th level (or 1d8, 1d10 and 1d12 respectively against you chosen prey).  

Fey Blessings

3rd level Fey Steward feature   You learn an additional spell when you reach certain levels in this class, as shown in the Fey Steward Spells table. Each spell counts as a wanderer spell for you, but it doesn’t count against the number of ranger spells you know.   Fey Steward Spells
Wanderer Level Spells
3rd charm person
5th misty step
9th dispel magic
13th dimension door
17th mislead

Courtly Glamour

3rd level Fey Steward feature   You carry the ethereal grace and subtly found within the fey courts. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.   Additionally, you can cast Disguise Self at will, without expending a spell slot.  

Beguiling Reflection

7th level Fey Steward feature   Your mind and figure is suffused with the bewitching power of the Feywilde. You have advantge on saving throws against emotion effects, such as being charmed or frightened.   Additionally, whenever you succeed on a saving throw against an emotion effect, you can choose to use your reaction to force another creature you can see within 120 ft to become the target of the effect instead of you. The new creature is now considered the target of the effect that targeted you, and suffers the same effects if it fails the saving throw. You cannot use this feature to target the same creature or source that targeted you with original emotion effect.

Created by

DragonDillon.

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