Base Class: Wizard
The arcane tradition of Wayfarer Magic teaches prospective wizards on how to navigate dangerous terrain & survive in hostile environments, including extraplanar landscapes. Blending elements of conjuration & divination, these wizards specialize in teleportation magic, transporting themselves & their allies across hazardous obstacles or vast distances. In addition, they are able to divine details about their surroundings, as well as creatures or threats they may encounter when they venture into the unknown.
Such wizards often serve as couriers or messengers, traversing safely between cities, towns or settlements utilizing their magic. Others may become researchers or guides, exploring unknown territories & creating maps for safe passage, or creating bestiaries of monsters that they encounter. Should their skill with magic improve, these wizards may yet even serve as emissaries to the other planes, establishing contact with otherworldly entities as they venture beyond the stars.
In a party of adventurers, a Wayfarer aids in keeping their comrades out of harms way, or infusing them with magic that makes them resistant to harmful effects.
Wayfarer Magic Features
Wizard Level | Feature |
---|---|
2nd | Travelers Boon, Arcane Bestiary |
6th | Nomads Step |
10th | Arcane Scout |
14th | Wayfarers Protection |
Traveler's Boon
Starting at 2nd Level, the gold cost it takes to copy a conjuration or divination spell into your spellbook is halved. Moreover, the time it takes to copy the spell takes only 2 minutes per spell level, if the spell is of the conjuration or divination schools.
You also gain proficiency with Cartographer's Tools & Cobbler's Tools. You dabble in trades that benefit a wandering lifestyle.
Arcane Bestiary
At 2nd Level, you acquire the ability to transform your spellbook into an Arcane Bestiary, a repository for information on any creatures you may encounter in your travels. Your Arcane Bestiary, in addition to functioning as a typical wizard's spellbook, can also be used as your spellcasting focus.
In addition, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. This information is then added automatically into your Arcane Bestiary.
If the creature is hidden from divination magic, you cannot sense any damage immunities, resistances, or vulnerabilities...but you can discern that such information is being magically concealed from you.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Nomads Step
Starting at 6th level, you are able to transport yourself or allies short distances in the blink of an eye. As a bonus action, you can teleport yourself up to 60ft in a destination you can see. Alternatively, you may use your action to teleport a willing Small or Medium creature you can touch up to 30ft in a direction you can see.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Wayfarer's Protection
Starting at 10th level, when you or an ally you can see within 30 feet of you is hit by an attack, you can use your reaction to teleport the target up to 10 feet to an unoccupied space you can see.
If the new position is out of range of the attack, it misses, and no damage is taken.
You may use this reaction a number of times equal to you Intelligence modifier (minimum of once), and regain these uses upon completion of a long rest.
Arcane Scout
At 10th level, you add the commune with nature spell to your spellbook, and it can be used as a ritual. You always have this spell prepared, and it does not count towards the total number of spells you can prepare.
Moreover, you ignore the limitation of the spell that restricts it's use when in constructed, civilized spaces, such as towns or dungeons.
Previous Versions
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