Base Class: Wizard
The Wandering Wizard, also referred to as Hedge Wizards are often selftaught mages that don't confer to the normal life of a "scholarly wizard". Wandering Wizards live more adventurous lives and are used to sleeping under a tree and finding food in the wilderness.
Appropriate Attire
Life on the road can instill on you all kinds of trouble. You have learned to dress yourself in a way that helps protect you from the elements and foes. You gain Proficiency with Light Armor.
Curious Feet
Your eagerness to see the world and explore its secrets have helped you find your way into and out of many exciting situations. You gain an extra 5 feet of movement speed.
Additionally you can use the ability "Curious Feet" once per Long Rest to gain Advantage on Stealth Checks and stay sneaky when casting spells with a range of self or touch on willing creatures. This feature also ignores the sound of verbal components.
Natural Talent
Wandering Wizards have an uncanny talent of always having something up their sleeve for any occasion, like they are prepared for every encounter they bump into.
Once per Long Rest you can swap a prepared spell out with another spell in your spellbook as a Bonus Action. Once used you can regain one of its uses by expending a spell slot of at least 1st level.
Street Tricks
Wandering Wizards are hard to pin down, catch unprepared or corner in an alley. They seem to always find a way out of trouble. Whenever you use your Action to cast a spell of 3rd level or higher you can use Street Tricks as a Bonus Action on the same turn.
Appearances Deceive
Wandering Wizards have a tendency to be underestimated by their peers and have the ability to get around unnoticed.
You learn the Disguise Self spell and always have it prepared. You can cast it without expending a spell slot and without providing any components (Verbal, Somatic or Material).
When you encounter a hostile spellcaster you can Scrutinize their style and skills to gain the upper hand in a magical confrontation. As a Bonus Action you Scrutinize a hostile spellcaster you can see within 60 feet you have witnessed cast a spell since your last rest. Roll an Intelligence Saving Throw against their Spell Save DC. You can use this ability once per Short Rest.
On a Succes you gain crucial insights that reveal their hand. For 1 minute you have advantage on Saving Throws against spells the target cast, the target has disadvantage to hit you with spell attacks and you have advantage on Constitution Saving Throws (Concentration Checks) against damage done by the targets spells. On a failure nothing happens.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/18/2025 1:09:10 PM
|
25
|
0
|
--
|
Coming Soon
|
Comments