Base Class: Fighter
Fighter of the Wanderer Archetype are natural born travelers, visiting all across the world and realms, gathering knowledge and wisdom from all over. Years of travel have ingrained in them a powerful endurance, along with wide sage council. Fighters of the Wanderer Archetype are seen studying with many monks, learning religious practice with paladins, and small cantrips with wizards.
(Note: While I have been able to add counters, currently they can only be bound to one ability score. As such I would recommend keeping track of your Will Points off of DND Beyond, or just factor in the Will Points you will be gaining per both of your ability score modifiers. It is currently set to 1 + your PB + your Wisdom)
Lesson's Learned
When you choose this archetype at 3rd level, you wandering has allowed you to learn many things. You gain proficiency in a skill or tool and a language.
Tempered Resolve
Starting at 3rd level, your travels have granted you the ability to manipulate the earth you travel. You gain access to a set of Will Points that allow you to take unique actions. You gain an amount of Will Points equal to your Proficiency bonus + Wisdom bonus (minimum 1)+ Constitution bonus (minimum 1) which are shown below:
Aftershock: When you hit a target with a melee attack, you may expand four Will points, to make a space of quaking ground that extends 10 ft. from the target hit, which becomes difficult terrain. At the start of your next turn, all creatures of your choice within this zone must make a Constitution saving throw with a DC equal to your Strength Score, or have their speed reduced by 10 ft. and take force damage equal to that of the original attack, and the terrain returns to normal.
World Splinter: As an action, you slam your weapon into the ground, causing the Earth below to rise, expending four Will points. You create a 10 ft. boulder that rises in front of you, counting as half cover. Any creature on these squares must pass a Dexterity saving throw equal to your Strength Score, or take 2d6 bludgeoning damage.
Mountainous Shield: As a bonus action, you channel the dust and pebbles around you to provide a shield. You can expand any number of Will Points to roll that amount of d4's. You gain temporary hit points equal to to the roll + your Wisdom saving throw.
You regain all Will Points when you take a long rest.
Traveler's Insight
Starting at 7th level, your travels have gifted you connections and a strong natural compass. When you travel through roads or areas you have came by in the past, it takes you an hour less to get to where you need to be, and have advantage on Wisdom (Survival) and Wisdom (Nature) checks.
Additionally, when traveling through a town you have left a positive impact on in the past (e.g. solving a problem, or helping out a civilian), you are treated in the town as a noble person and have advantage on Charisma checks besides Charisma(Intimidation) on everyone within the town. If you have left a negative impact, you will have advantage on Charisma (Intimidation) checks, and disadvantage on all other Charisma checks.
Unyielding Will
Starting at 10th level, when you roll initiative and have less than four Will Points, you regain four.
Well Versed, Well Learned
At 15th levels, your travels and interactions with the many people of the world have allowed you to emulate some of their techniques. You may either choose to take a Magic Initiate feat of any class or a Class Emulation, in addition to gaining access to being able to cast the Identify spell once per long rest.
Class Emulation
You gain access to a Class Emulation, which are shown below. When you select one, you can switch it at a long rest.
Paladin. Every melee attack deal an additional 1d6 radiant damage, and you gain a resistance to necrotic damage.
Barbarian. You have advantage on Strength checks and Saving Throws. When you are reduced to 0 hit points, you make a Death Save instantly, and if you succeed you are brought back to 1 hit point. Triggers once per long rest.
Monk. As a bonus action, you can expand two Will Points to either take the Disengage or Dodge action. Whenever you successfully hit a creature, you may make a unarmed strike against them.
Ranger. For 1 minute per every two Will Points expanded you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Every attack you make deals an additional +2 damage.
Rogue. You have advantage on Dexterity(Stealth) checks. The first attack against a creature that is unaware of your presence deals an additional 3d6 damage.
Magic Initiate Feat
You gain access to the Magic Initiate feat for any class of your choice.
Sovereign of the Outlands
Starting at 18th level, you have grown a deep an unbreakable connection with the earth you walk on, showcasing your mastery of your own will. You gain an additional walk speed of 20 ft, gain 60 ft. of tremorsense, and have a climbing speed equal to your walk speed. You also learn Primordial.
Additionally, your Tempered Resolve abilities improve, just as your connection to the earth, as shown below.
Earthshaker. As an action, you can spend six Will Points to cast Destructive Wave (PHB).
Crash of Worlds. As an action, you may spend seven Will Points to force the ground Infront of you to rise. You conjure a stone wall in a 15 ft. by 15 ft. circle around you that is 10 ft. tall. All creatures on the area that the wall is made on must make a Dexterity saving throw DC equal to your Strength score, or take 5d6 bludgeoning that is magical for the purpose of overcoming resistances, be knocked prone and pushed 5 ft. on either side of the wall which you may decide. You may collapse the walls at any time, but they collapse after 1 minute.
Gaea's Grace. As a bonus action, you may expend 4 + any number of Will Points to rally the stone around you to guard you and your allies. When you use this ability, you can also target an amount of allies equal to the number of Will Points spent - 4. All targeted creatures go under the effect of Stoneskin, gain an amount of temporary hit points equal to the number of Will Points spent - 4 d4 for one minute.
Previous Versions
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5/10/2024 11:48:36 PM
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Coming Soon
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