Base Class: Fighter
Wanderers place immense value on both solid preparation and split second high risk decisions, and are usually self taught for no reason other than survival. They have learned to endure the hardships of the wild without fancy weapons or armor, but with cunning and martial prowess alone. Outcasts and drifters of all sorts, not beholden to any one place, embody the Wanderer archetype.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Survival skills.
Dodge Roll
Beginning when you choose this archetype at 3rd level, you can attempt to dodge attacks with a well timed roll. When you are targeted by an attack you can see, you can make a Dexterity (Acrobatics) check as a reaction contested by the opposing attack roll. If you succeed on the check, you avoid all damage and move 5 feet in a direction of your choice. If you do not succeed, you get hit as normal and are knocked prone.
Traveler's Meal
Starting at 7th level, you can imbue water and rations with a restorative energy. At the end of a long rest, you can choose either one small container of water or one piece of food to enhance for 48 hours, after which these properties disappear. When someone drinks the water, it acts a Potion of Healing, regaining 2d4+2 hit points and being consumed in the process. When someone eats the food, it removes the Poisoned condition and is consumed in the process.
Nomad's Craft
At 10th level, you know how to use the environment to enhance your weapons. As an action, you can coat a weapon held in your hand in various flammable, conductive, or putrid materials. For 1 minute, this weapon deals an additional 2d4 fire, lightning or poison damage on every hit.
Once you use this feature, you can’t use it again until you finish a long rest.
Improved Dodge Roll
Starting at 15th level, your dodge roll does not leave you prone if you fail your Acrobatics check.
Additionally, as a reaction when you are forced to make a Dexterity saving throw, you can add your proficiency bonus to the roll.
Adaptability
At 18th level, you have learned how to adjust your actions to move quicker. On your turn, you can use an action as a bonus action or vice versa. For example, you could take the Attack action as a bonus action, and then the Dodge action. All actions except the Attack action can also be taken twice by adapting one of them to a bonus action.
Once you use this feature, you can’t use it again until you finish a short rest.
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