Wayfinder
Hit Points
Hit Dice: d12 per Wayfinder level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier
Proficiences
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons, Longswords, Rapiers, Scimitars, Shortswords & Whips
Tools: Cartographer's Tools & Navigator's Tools
Saving Throws: Constitution, Intelligence
Skills: Choose 4 from Acrobatics, Animal Handling, History, Insight, Investigation, Medicine, Perception, Stealth, Survival, and Religion/Culture
Class Features
Landscape Feat: At 1st level, you gain an extra feat that you can change based on the environment around you. Whenever you complete a long rest, you may change one of your landscape feats to one that matches the landscape you are currently in. Your chosen feat continues to work even if you move out of the associated landscape. At level 9, you get a second landscape feat.
Arctic: Durable
Coastal: Keen Mind
Desert: Observant
Forest: Skulker
Grassland: Mounted Combatant
Mountain: Athlete
Swamp: Mobile
Underdark: Alert
Urban: Tavern Brawler
Silent Speaker: Through your travels, you’ve learned to communicate with those who don’t share your language using non-verbal means. At 1st level, you gain proficiency with the Hand Signs language. Additionally, as a bonus action, you can use a free hand to relay a message of 6 words or less to any creature you can see. To understand the message, the creature must be able to see you and must speak at least one language.
Frontier Medicine: By 2nd level, you’ve learned various methods of improvised healing. When you make a successful Medicine check to stabilize an unconscious creature, that creature also gains hit points equal to 1d8 plus your Wayfinder level. Once you use this feature, you must complete a short or long rest before you use it again.
Stoic Teacher: At 2nd level, you’ve gained enough experience with your feats that you can teach them to others. At the beginning of a long rest, you can choose one creature friendly to you to share the benefits of one of your feats. They must meet any prerequisites for the feat, they cannot already know the feat, and they must choose the same options you did for any choices that feat allows. At levels 7 and 14, you can teach a second and then a third feat this way.
Wayfinder Vocation: At 3rd level, you choose your Wayfinder’s vocation: Arcane Collector or Explorer. Both are detailed at the end of this class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 18th level.A
Ability Score Improvement: 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: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Rugged Endurance: At 7th level, you’ve been hardened to the damaging effects of weather and other common travel hazards. As a result, you have advantage on Strength, Dexterity, and Constitution saving throws against effects that deal Acid, Cold, Fire, or Poison damage. Additionally, you recover from an extra level of exhaustion after a long rest.
Fight Dirty: At 10th level, you’ve become adept at adding insult to injury in fights. When you make a weapon attack, you can use your bonus action to choose one of the following options based on your weapon’s properties. The DC to avoid the effect is equal to 10 + your Intelligence modifier. If the attack is a critical hit, the target automatically fails the save.
- If your weapon has the reach or heavy property, you can use it to trip your enemies. The enemy must succeed on a Dexterity saving throw or be knocked prone.
- If your weapon has the finesse property, you can use it to disarm your enemies. The enemy must succeed on a Strength saving throw or drop a held weapon of your choice that isn’t heavy. The weapon is thrown 10 feet away to the side you choose.
- If your weapon has the thrown property, you can strategically target pressure points and vulnerable areas, causing your enemies to flinch. The enemy must succeed on a Constitution saving throw or its speed is halved during its next turn.
Reliable Talent: By 13th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.
Just a Scratch: Even at 15th level, you aren’t the most skilled fighter around, but you can take bigger hits than your adversaries. After a single source deals damage to you greater than half your maximum hit points, you can use your reaction to gain temporary hit points equal to twice your Wayfinder level.
Improved Rugged Endurance: At 17th level, your Rugged Endurance feature now allows you to automatically succeed on Strength, Dexterity, and Constitution saving throws against effects that deal Acid, Cold, Fire, or Poison damage. Additionally, you recover from all levels of exhaustion after a long rest.
Seen it All: By the time you’ve reached 20th level, you’ve dealt with every challenge the road can throw at you and come out the other side stronger for it. You are immune to the Frightened, Poisoned, and Stunned conditions.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a scimitar or (b) a shortsword
(a) a dagger or (b) a whip
(a) a diplomat’s pack or (b) an explorer’s pack
Leather armor
A map of the local area
3d6 x 10 GP
Subclass Options
Arcane Collector
Means of Travel: When you choose Arcane Collector as your Wayfinder vocation, you gain proficiency with one of the following: Land Vehicles, Water Vehicles, or Air Vehicles.
Ambush Breaker: At 3rd level, your experience looting long-protected treasures has fostered an intuitive ability to predict traps and ambushes. You are proficient with Dexterity saving throws made to avoid traps and Intelligence (Investigation) and Wisdom (Perception) checks made to find them. Additionally, enemies provoke an opportunity attack from you if they attack you before initiative is rolled.
Eye for Treasure: By 6th level, your travels have made you an expert at identifying artifacts. Choose an item you can see within 30 feet of you and make an Intelligence check, adding your proficiency bonus. Based on the result, you learn the corresponding information on the list below.
Five less than the DC or lower: You learn nothing.
At least five less than the DC: You learn minor information like the item’s culture of origin and the materials it is made of, including if it is silvered or adamantine.
Equal to or greater than the DC: In addition to the above, you learn and a full description of the item’s effects equivalent to the spell Identify.
At least five more than the DC: In addition to the above, you learn significant information about the item equivalent to the spell Legend Lore.
Treasure Wielder: At 11th level, you gain an additional attunement slot and ignore attunement prerequisites that are class or spellcasting-based. Additionally, you are immune to curses from magic items and the spell
Bestow Curse.
Attunement Master: At 18th level, you can attempt to break another creature’s attunement to one of their items and claim it as your own. As an action, you may touch that item and contest Constitution with that creature. If you win, you instantly attune to that item if you have an available attunement slot.
Explorer
Polyglot: When you choose Explorer as your vocation, you gain two additional language proficiencies.
Map Enhancements: At 3rd level, you’re able to imbue your maps with minor magical effects. Your maps cannot be damaged by water or fire. As an action, you can alter the lines and text of your map to form a simple image or up to a page of text. You can dismiss this alteration at any time, returning the map to its original form.
Cartomancy: Your experience with maps allows you to use them a means of casting spells. You must use a map as the arcane focus for spells you cast with this feature and your spellcasting ability is Intelligence. The range of these spells becomes any point at ground level on your map. You must be in a location that’s represented on your map in order to cast spells with that map.
At the end of a long rest, choose two options from each Cartomancy level you have access to. For the rest of the following day, you can cast each of these spells once per short rest. Spells cast with the map immediately end if the map is destroyed.
Level 6:
Map of Finding: You cast the spell
Locate Object. The object’s location at the time you cast the spell appears on your map while you’re maintaining concentration.
Map of Lighting: You cast the spell
Darkness or
Daylight.
Map of Quaking: You cast the spell
Earth Tremor at 3rd level.
Map of Surveillance: You cast the spell
Clairvoyance. The sensor appears 5 feet above the point you chose.
Level 11:
Map of Stalking: You cast the spell
Locate Creature. The creature’s location at the time you cast the spell appears on your map while you’re maintaining concentration.
Map of Stinging: You cast the spell
Insect Plague at 6th level.
Map of Navigation: You cast the spell
Find the Path. The shortest path to your destination also appears on your map for as long as you maintain concentration.
Map of Teleportation: You cast the spell
Teleport. If you’ve never been to the area before, merely seeing it on your map counts as having a description of the area for the purposes of determining familiarity.
Greater Cartomancy: Starting at 18th level, you gain another two map spells, increasing your total to six. You can now choose any combination of map spells regardless of their level and can also incorporate new spells into your maps by copying down spell scrolls. You cannot use your map to cast spells with a range of self or touch unless they have an area of at least 15 feet.
Level | XP | Proficiency Bonus | Abilities |
---|
1 | 0 | +2 | Landscape Feat & Silent Speaker |
2 | 300 | +2 | Stoic Teacher & Frontier Medicine |
3 | 900 | +2 | Wayfinder Vocation |
4 | 2700 | +2 | Ability Score Improvement |
5 | 6500 | +3 | Multi Attack |
6 | 14000 | +3 | Subclass Option |
7 | 23000 | +3 | Rugged Endurance & Improved Stoic Teacher |
8 | 34000 | +3 | Ability Score Improvement |
9 | 48000 | +4 | Second Landscape Feat |
10 | 64000 | +4 | Fight Dirty |
11 | 85000 | +4 | Subclass Option |
12 | 100000 | +4 | Ability Score Improvement |
13 | 120000 | +5 | Reliable Talent |
14 | 140000 | +5 | Improved Stoic Teacher |
15 | 165000 | +5 | Just a Scratch |
16 | 195000 | +5 | Ability Score Improvement |
17 | 225000 | +6 | Improved Rugged Endurance |
18 | 265000 | +6 | Subclass Option |
19 | 305000 | +6 | Ability Score Improvement |
20 | 355000 | +6 | Seen it All |