Fighter
Base Class: Fighter

Wodesgangers are equal parts skirmisher and survivalist, learning how to keep themselves and their allies alive in all manner of environments and situations. They master a number of skills and tool proficiencies beyond what a typical fighter has in their repertoire and can gain a number of unique talents through their vast journeys.

Fighter Level Feature
3rd Ways of the Wode
7th Bushcraft
10th Traveler's Expertise
15th Leave no Trace
18th Wilderness Survival Expert

 

Ways of the Wode

3rd Level Wodesganger feature

Your travels and adventures have taught you a wide variety of unique talents and skills, expanding your horizons and making you a far more capable individual. Beginning at 3rd level when you select the Wodesganger archetype, you gain proficiency in Survival and select two Ways of the Wode from the list, below. Then, every 3 levels thereafter, you gain one additional Way of the Wode (at 6th, 9th 12th, 15th, and 18th levels).

Adept Trader. You gain proficiency in Persuasion, proficiency with any one tool of your choosing, and one language of your choosing.

Arcane Dabbler. You gain proficiency in Arcana and two Wizard Cantrips. Intelligence is your casting ability for these cantrips.

Beast Tamer. You gain proficiency in Animal Handling and a beast companion. This beast companion may be trained and commanded as a ranger's Beast Companion, and must be of CR 1/4 or lower, but does not gain any bonuses to AC, attack, damage, skills, or saving throws. It does, however, increase its hit point total to equal either the value represented in its creature stat block, or 4 times your fighter level, whichever is higher. If you have the beastmaster archetype as a ranger, your fighter levels count towards your ranger levels and vice-versa for both the beast companion granted from this feature and the one granted from your beastmaster archetype, and both creatures gain the benefits of your beastmaster archetype.

Cunning Drifter. You gain proficiency in Deception and Sleight of Hand, as well as with Thieves Tools.

Divine Acolyte. You gain proficiency in Religion and two Cleric Cantrips. Wisdom is your casting ability for these cantrips.

Herbalist. You gain proficiency in Medicine and Nature, as well as with Herbalism Kits.

Hunter. You gain proficiency in Stealth, as well as with Cook's Utensils and Leatherworker's Tools.

Lore Gatherer. You gain proficiency in History and two languages of your choosing.

Occult Pursuits. You gain proficiency in Charisma Saving Throws and two Warlock Cantrips. Charisma is your casting ability for these cantrips.

Roving Performer. You gain proficiency in any three Instruments or Gaming Sets.

Shamanic Practices. You gain proficiency in Nature and two Druid Cantrips. Wisdom is your casting ability for these cantrips.

Skald Training. You gain proficiency in performance and two Bard Cantrips. Charisma is your casting ability for these cantrips.

Tinkering Traveler. You gain proficiency with an Artisan's Tool and two Artificer Cantrips. Intelligence is your casting ability for these cantrips.

Voyager. You gain proficiency with Land and Water vehicles, as well as with Navigators' Tools.

Wary Wanderer. You gain proficiency in Insight, Perception, and Dexterity Saving Throws.

Adept Trader

You have become adept at  trading the wares you harvest and acquire in your travels, as well as making new goods for trade out of whatever materials you come across. You gain proficiency in any tool of your choice and proficiency in the Persuasion skill. Further, you gain one language you've picked up from trading in the many lands you have visited.

Arcane Dabbler

You have been exposed to a wide array of magics in your travels, enough that you have picked up a bit of talent in the ways of arcane magic for yourself. You gain proficiency in the Arcane Skill and you gain two Wizard Cantrips. Intelligence is your spellcasting ability for these cantrips.

Beast Tamer

You have learned to handle beasts and animals exceedingly well in your travels, training with various beast masters to make use of animals of all sorts. You gain proficiency in Animal Handling.

Additionally, you gain a beast companion that you tamed and trained yourself. This beast companion may be any beast of CR 1/4 or lower, and functions as a Beast Master's beast companion for the sake of its actions in combat and the tricks or special actions it may be taught. Its hit point total is equal to the higher of 1/4 your Fighter Level or the hit points listed in its stat block entry in the monster manual. It does not receive any special bonuses to its armor class, attacks, damage, skills, or saving throws, unlike the beast master's beast companion.

If you have levels in another class which grants a beast companion, this beast companion receives the highest benefits of all class features which would affect another beast companion, and your fighter levels count as additional levels of any other classes whose features grant a beast companion for the sake of determining these benefits.

Cunning Drifter

Your travels have taken you through all manner of places which require cunning and trickery, and you have adopted the skills to make due. You gain proficiency in the Deception and Sleight of Hand skills, as well as with Thieves Tools.

Divine Acolyte

Your travels have shown you the power of faith and you have sought the favor of one or more gods in your journey. Your varied exposure to the faiths of the places you have journeyed has granted you proficiency in the Religion skill. Additionally, your time spent studying and participating in these faiths has yielded you the ability to call upon the divines you've encountered to cast two Cleric Cantrips.

Herbalist

Your lengthy stays in the wilds have separated you from much of society and taught you the need of being able to treat wounds and identify plants and mushrooms in your journeys. You have gained proficiency in the Nature and Medicine skills, as well as with Herbalism Kits.

Hunter

In the wilds, providing your own food and that for those you travel with has granted you deep insights in the art of hunting, trapping, and cooking the game you catch. You gain proficiency in the Stealth skill, as well as with cook's utensils and leatherworker's tools.

Lore Gatherer

You have spent much of your time learning the stories and native languages of the lands you have traveled through, granting you deeper insights into cultures and practices of those you have encountered. You gain proficiency in History and two Languages of your choosing.

Occult Pursuits

You have delved deep into the occult during your travels, having encountered nameless beings and dark secrets to which you have become loosely bound. You gain proficiency in Charisma Saving Throws. Additionally, your exposure to the occult has taught you to draw upon powers from beyond, granting you access to two Warlock Cantrips. Charisma is your casting ability for these cantrips.

Roving Entertainer

You have found that entertainment is a necessary thing to keep your sanity during your long expeditions and can even be a source of income when traveling in the right places. You gain proficiency in any three Musical Instruments or Gaming Sets.

Shamanic Practices

Your have spent time communing with nature and participating in various shamanic rituals throughout your voyages, even having spent time with druids to learn their ways. This has given you a firm  sense of self awareness, granting proficiency in the Nature Skill. Additionally, you have learned how to tap into nature's power, granting you two Druid Cantrips. Wisdom is your casting ability for these cantrips.

Skald Training

You have spent a great deal of time among bards from various colleges, and indulged greatly in their company, so much so that you have even learned to use some of their arts. You gain proficiency in the Performance skill. Additionally, you have learned to harness their magical abilities, gaining two Bard Cantrips. Charisma is your casting ability for these cantrips.

Tinkering Traveler

During your travels, you have spent long hours with inventors and eccentrics of all manners, taking particular interest in the arts of Artificers and learning whatever you can from them. You gain proficiency in any one Artisan's Tool set. Additionally, you gain two Artificer Cantrips which you cast similarly to an Artificer, creating small baubles, mechanisms, or potions to perform spell like functions. Intelligence is your casting ability for these cantrips.

Voyager

In your travels you have sought out new horizons in any way possible, traveling by land or by sea as your wanderlust demanded. In serving with caravans and on seafaring vessels you have learned to make yourself useful, and to drive or operate the various modes of transit you have utilized. You gain proficiency in Land and Water Vehicles, as well as with Navigator's Tools.

Wary Wanderer

You have learned that the world is full of dangers, both imposed by others, and in the form of traps or hazards. In learning to navigate such perils, you have gained proficiency in the Insight skill, the Perception Skill, and Dexterity Saving Throws.

Bushcraft

7th Level Wodesganger feature.

Starting at 7th level, you gain proficiency with any two tools of your choosing and gain the unique ability to perform Bushcrafting. This action allows you to create improvised artisan's tools out of natural materials and employ naturally available resources to craft and create a wide variety of useful objects and shelters.

Traveler's Expertise

10th Level Wodesganger feature

At 10th level, you gain advanced training and knowledge from your travels. When you gain this class feature, you gain two Traveler's Expertise options. You gain an additional Traveler's Expertise at 14th level, and one final expertise at 18th level. Below are the available Traveler's Expertise options:

Arcane Comprehension. Requires Arcane Dabbler. You gain expertise in Arcana. Additionally, you gain one more Wizard Cantrip and one first level Wizard Spell that you may cast a number of times per day equal to your Intelligence modifier. You may use additional uses of this spell to cast it above first level. Intelligence is your casting attribute.

Beast Trainer. Requires Beast Tamer. You gain expertise in Animal Handling and an additional beast companion of CR 1 or lower. This beast functions in every way as the one granted by Beast Tamer.

Caravan Caregiver. You gain expertise in Medicine and gain the healer feat as a bonus feat.

Dauntless Explorer. You gain a bonus +10 feet of walking speed and both a climbing and swimming speed of 20 feet. Additionally, you no longer use additional movement to move through nonmagical difficult terrain.

Devious Drifter. Requires Cunning Drifter. You gain expertise in both Deception and Sleight of Hand. Additionally, you gain 1d6 Sneak Attack Damage. This increases to 2d6 at 15th level and 3d6 at 20th level.

Divine Zeal. Requires Divine Studies. You gain expertise in Religion. Additionally, you gain one more Cleric Cantrip and one first level Cleric Spell that you may cast a number of times per day equal to your Wisdom modifier. You may use additional uses of this spell to cast it above first level. Wisdom is your casting attribute.

Exemplar. You gain Expertise in any three skills in which you are already proficient.

Master Hunter. Requires Hunter. You gain expertise in Stealth and two favored enemies of your choosing.

Occult Pact. Requires Occult Pursuits. You gain a familiar creature tied to your patron of CR 1/2 or lower. Additionally, you gain one more Warlock Cantrip and one first level Warlock Spell that you may cast a number of times per day equal to your Charisma modifier. You may use additional uses of this spell to cast it above first level. Charisma is your casting attribute.

Rugged Rover. You gain 2 additional hit points per level and advantage on athletics checks.

Shamanic Secrets. Requires Shamanic Practices. You gain Expertise in Nature. Additionally, you gain one more Druid Cantrip and one first level Druid Spell that you may cast a number of times per day equal to your Wisdom modifier. You may use additional uses of this spell to cast it above first level. Wisdom is your casting attribute.

Skald's Arts. Requires Skald Training. You gain expertise in Performance. Additionally, you gain one more Bard Cantrip and one first level Bard Spell that you may cast a number of times per day equal to your Charisma modifier. You may use additional uses of this spell to cast it above first level. Charisma is your casting attribute.

Tinker's Magic. Requires Arcane Dabbler. You gain expertise in one Artisan's Tool. Additionally, you gain one more Artificer Cantrip and one first level Artificer Spell that you may cast a number of times per day equal to your Intelligence modifier. You may use additional uses of this spell to cast it above first level. Intelligence is your casting attribute.

Traveling Translator. Requires Adept Trader. You gain two additional languages and expertise in Persuasion.

Arcane Comprehension

Your knowledge of the arcane has grown quite extensive, your interests in the magical arts granting you deeper insights into their utilities and powers. You gain expertise in the Arcana skill and one additional Wizard Cantrip. Further, you gain a 1st level Wizard Spell which you can cast a number of times equal to your Intelligence Modifier. You may expend additional uses of this spell to cast it at higher levels. You regain all uses of this spell after performing a long rest.

Beast Trainer

Your time spent with beasts, both training and simply caring for them, has given you deep insights into how to more effectively train them. You gain expertise in Animal Handling. Additionally, you gain another Beast Companion as per the Beast Tamer feature, except this one may be of CR 1 or lower, and may be up to large size. It functions in all other ways as the beast companion granted by Beast Tamer.

Caravan Caregiver

You have long served as medic to the company you've kept, and learned to play the role exceptionally well. You gain expertise in the Medicine skill and you gain the healer feat as a bonus feat.

Dauntless Explorer

You have explored far and wide. You have delved deep into caverns, high upon cliffs, beneath the waves, and along the shores. You have walked the planes, the foothills, the mountain passes, and the roads in equal stride, and it shows. Your walking speed increases by 10 feet and you gain both a base climbing and a base swimming speed of 20. Additionally, difficult terrain that is not magical in nature no longer costs extra movement for you to move through.

Devious Drifter

Your shady dealings and deceptions have grown more potent as you have grown more experienced. You have learned to con people out of far more than information, and take whatever you need as you see fit. You gain expertise in both Deception and Sleight of Hand. In addition, you gain the ability to deal sneak attack damage any time you have advantage on an attack roll. You deal 1d6 points of precision damage when you make an attack with advantage. This increases to 2d6 at 15th level, and to 3d6 at 20th level.

Divine Zeal

Your service to the faiths you have come across has taken you far and given you far greater knowledge of them, and it has not gone unrecognized. You gain expertise in the Religion skill. Further, you gain one additional Cleric Cantrip and one first level Cleric or Paladin Spell. You may cast this first level spell a number of times equal to your Wisdom Modifier. Additionally, you may consume multiple uses of this spell to cast it at higher level, the number of uses being equal to the level at which it is cast. Wisdom is your casting attribute for both the additional cantrip and for the first level spell. You regain all uses of this spell upon completing a long rest.

Exemplar

 You have become an undisputed expert in a number of the trades you have employed through your travels. You gain expertise in any three skills or tools in which you were already proficient.

Master Hunter

You have become an undisputed hunter, and even found yourself particularly skilled at hunting some particular varieties of creature in the process. You gain expertise in the Stealth skill and the favored enemy ability against beasts, monstrosities, and plants. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Occult Pact

Your occult pursuits have finally shown enough merit to intrigue a patron, and earned you audience with them and reward from them. You gain a familiar from your chosen patron, marking your significance to them, and serving as a means through which to communicate with them or receive messages from them. This familiar may be any creature of CR 1/2 or lower appropriate for your designated Patron, or may be chosen by your dungeon master. Additionally, your new patron grants you one additional Warlock Cantrip and a 1st Level Warlock Spell which you may cast a number of times equal to your Charisma Modifier. Multiple uses of this spell may be expended to cast it at higher levels, the number of uses being equal to the level at which it is cast. Finally, you may cast find familiar to resurrect your familiar if ever it dies, or to gain a new one on its death, at your dungeon master's discretion.

Rugged Rover

Your travels have made you tougher than nails. You gain two additional hit points per level and advantage on Strength (Athletics) checks.

Shamanic Secrets

You have developed deeper ties with the natural world, gaining deeper insights into it and the abilities harnessing its powers have yielded through extensive time spent with Druids. You gain expertise in the Nature skill and one additional Druid Cantrip. Further, you gain one first level Druid or Ranger Spell that you may use a number of times equal to your Wisdom Modifier. You may expend additional uses of this spell to cast it at higher levels, the level at which it is cast being equal to the number of uses consumed. Wisdom is your casting ability for this spell. You regain all uses of this spell upon completing a long rest.

Skald's Arts

Your time spent with bards has rubbed off on you, granting you an even greater flare for the arts and deeper abilities to draw upon your charisma for magical talent. You gain expertise in Performance and one additional Bard Cantrip. Further, you gain one first level Bard Spell that you may cast a number of times equal to your Charisma modifier. You may expend additional uses of this spell to cast it at higher levels, the spell level being equal to the number of uses expended. You regain all uses of this spell upon completing a long rest.

Tinker's Magic

You have spent countless hours deconstructing and reconstructing all manner of baubles, toying with recipes, and learning anything you can about artificing during your travels. You gain expertise in one Artisan's tool and an additional Artificer Cantrip. Further, you gain one first level Artificer Spell that you can cast a number of times per day equal to your intelligence modifier. You may expend additional uses of this spell to cast it at a higher level, the level being equal to the number of uses consumed. You regain all uses of this spell upon completing a long rest.

Traveling Translator

You have spent weeks at a time learning the native tongue of places you have visited, prepared for journeys by pouring over literary works from distant lands, and even managed to erase your accent with any language you speak. You gain two additional languages and expertise in one charisma skill in the Persuasion skill.

Leave no Trace

You have become very adept in the arts of survival and of making zero impact on the land during your travels. You gain expertise in the Survival skill and any time you move stealthily, you leave no footprints. Further, any shelter, campsite, or temporary structure (including vehicles) you make using your Bushcraft class feature degrade or can be broken down in such a way as to leave no evidence of their existence.

Wilderness Survival Expert

18th Level Wodesganger feature

Upon reaching 18th level, you have become so adept at surviving the elements and so acclimated to the natural hazards and perils you have faced that you are no longer nearly as affected by them. You gain resistance to Acid, Cold, and Poison damage. You gain immunity to the poisoned condition. You can survive comfortably in temperatures as low as -25 degrees Fahrenheit without the need for warm clothing or other protective measures.

Comments

Posts Quoted:
Reply
Clear All Quotes