Wizard
Base Class: Wizard

While most wizards learn their magic through the reading of books or lessons of a teacher, some prefer a more hands-on approach. The wonders of magic are something to behold anywhere and everywhere you go, and as such, these wanderers learn magic from sources unique to their location. Coming across the strange fey within the deep forests- seeing how they harness nature to their will, a thrilling circus performance in a town whose name you have trouble saying, even simply gazing upon the face of a wondrous clock tower that is surely unique to this universe; there is no limit to where arcane inspiration can be taught, learned, and experienced.

The Order of Travelers wizards have some of the most profound stories they can retell in explicit detail through their spell journals. Returning to their hometown with tales of a great battle that formed canyons of today, or bringing back a loved one to the day you met, traveling has more than just an effect on the magic a wizard casts.

Order of Travelers Features

Wizard Level Feature
2nd Expanded Spell List, Spell Journal, Wayward Rover
6th Souvenir, Thither to Yonder
10th Well-Versed Wanderer
14th Masterful Guide

Expanded Spell List

2nd-level Order of Travelers feature

Your experience traveling around lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you.

Order of Travelers Expanded Spells

Spell Journal

2nd-level Order of Travelers feature

Your spellbook has more uses than simply casting spells, as you can even use it to mark places you have been. You can spend at least 10 minutes concentrating on your surroundings as if you were concentrating on a spell. When you do so, you can create a topographical map of a 1-mile wide area within your spell journal. If you have another design of a map from another source, you can spend 1 minute to magically recreate such a map within your spell journal.

Additionally, your spell journal can take on the appearance of a simple book, a brochure or passport. You can change its appearance at will. You can use this spell journal as a spellcasting focus.

Wayward Rover

2nd-level Order of Travelers feature

Traveling has made you more adamant on protecting yourself. At 2nd level, you gain proficiency with light armor, simple weapons, and cartographer's tools. Additionally, you have advantage on ability checks that involve the use of maps.

Furthermore, you have experience in learning about the places you go, and people you see. You learn two additional languages of your choice, and your walking speed increases by 5 feet. This increases to 10 feet at 10th level.

Souvenir

6th-level Order of Travelers feature

At 6th level, you have discovered a new use for your spell journal. You can take symbols, pictures, or items found within a town, city, or other such location and concentrate on it for 1 minute. When concentrating in this way, you create a special link between the space you focus on and your spell journal. As an action, you and a number of other willing creatures equal to your Intelligence modifier within 10 feet of you to enter this extraplanar space as it was left in that time, leaping into a portal within the spell journal.

The extraplanar space itself is 40,000 square feet in size. Anything you take from this realm disappears when you return. You can stay within this realm for up to 24 hours, and can exit at the same location you entered. If you exceed this 24 hour limit, you immediately reappear in the realm where your spell journal resides.

For each minute you spend in the spell journal, a minute passes in the realm you entered from. Creatures can move the spell journal and damage it while you are within, and if the book is destroyed, you are immediately shunted to the nearest space within 5 feet of the spell journal and take 4d10 force damage.

Thither to Yonder

6th-level Order of Travelers feature

Your experience in moving about helps you and those you travel alongside with providing the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • You can remove one level of exhaustion when taking a short rest once per long rest.
  • You can still move stealthily when traveling at a normal pace.
  • You have advantage on ability checks and saving throws that involve locations you have marked within your spell journal.

Well-Versed Wanderer

10th-level Order of Travelers feature

Your traveling endeavors forced you to become better at speaking. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier modifier (minimum of +1).

You also gain proficiency in either Deception, Performance, or Persuasion.

Additionally, you magically learn the specific locations of certain buildings or monuments when entering a town, city, or other such location. These markers could range from shops to purchase weapons, taverns, places of worship, grave markers, important statues or other such monuments.

Masterful Guide

14th-level Order of Travelers feature
At 14th level, you have become exceptional at traveling.

Spells that provide teleportation effects no longer cost material components and take half the time to cast and set up. You can write within your spell journal descriptions of locations or memories you or others have. When you write these within your spell journal, you can bring in a number of willing creatures (can include yourself) equal to your wizard level within 30 feet of you into the portal within your spell journal to the location written and described.

If you are attempting to force unwilling creatures into your spell journal, as an action you can subject those creatures to a Wisdom saving throw. On a failed save, they are transported into the spell journal and you may choose to cause them to take 10d10 force damage. The duration creatures can remain within this extraplanar space remains the same. On a successful save, they are not forced into the spell journal and take half damage. You can use this feature once per long rest.

You can continue to trap creatures within the spell journal by expending a spell slot of 7th level or higher every 24 hours. Doing so every day for half a year will make this effect permanent for the creatures, and only ends if the spell journal is destroyed.

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