Base Class: Rogue
Unlike most forms of spellcasters, the Wanderer runs into their magical abilities as they travel the world. Travelers of the planes, longtime adventurers, and explorers tend to be those who exhibit these powers.
Spellcasting
Starting at 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips. At 1st level, you learn three cantrips: two cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots. The Wanderer Spellcasting table shows how many spell slots you have to cast your 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and evocation spells on the bard spell list. The Spells Known column of the Wanderer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.The spells you learn at 8th, 14th, and 20th level can come from any school of magic.Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you have learned your spells through worldly experience. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Pass
When you reach 3rd level, you can take advantage of a creature’s sight of your magic. When you cast a spell, you can move through a creature’s space without expending any extra movement or making any ability checks and you can ignore difficult terrain.
Fast Cast
Starting at 9th level, you begin to act more efficiently in high-pressure situations. When an ally is reduced to 0 hit points, you can use your reaction to cast a spell of 1st level or higher on them. This spell must have a casting time of 1 action.
Dazzling Casting
Starting at 13th level, the manner in which you weave spells causes foes to lose focus. Creatures that fail their saving throws against your spells cannot make opportunity attacks, and you gain advantage on attack rolls against them until the end of your next turn.
Lucky Sevens
Starting at 17th level, fate seems to favor you. Whenever you roll a 7 or 17 on an ability check or attack roll, you gain inspiration. See chapter 4 in the Player's Handbook for rules on inspiration. Once you take a short or long rest, you lose this inspiration.
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