Way of the Wanderer (5e Subclass)

Way of the Wanderer

The open road is your home. You don't attach yourself to settlements or civilization. You wander around where ever your feet bring you, either with a purpose or just out of sheer luck. Suggested background for this class would be the Outlander or Hermit background.


Wanderer's Knowledge

Upon choosing this subclass at 3rd level, you gain proficiency in Survival. You also gain advantage in Nature and Survival checks while travelling. This helps you find your way around the wild or open road. You can orient yourself by the heavenly bodies and natural landmarks. You can’t become lost except by magical means.


Eyes and ears on the road

At 3rd level, you can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Whenever you have to roll initiative, you may spend 2 Ki Points before the start of a combat, to gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. Move action apply as normal. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.


Long road ahead

At 6th level, your travels have made you tougher. If your hit point maximum is below half, you may use your bonus action to spend a number of Ki Points equal to your Wisdom Modifier which will be also the number of Hit Dice you may use to heal yourself with.


Weather proof

At 11th level, you gain proficiency with Wisdom and Constitution Saving Throws. If a creature within 30 feet of you fails its Wisdom or Constitution Saving Throw, you may use your reaction to spend 2 Ki Points to let the creature reroll their Saving Throw. They have to use the new result.


Fast lane

At 17th level, as an Action, you gain a Haste ability without the use of components or spellslots and it is not concentration. For the duration of 1 minute your speed is doubled, any attacks against you are with disadvantage, you gain advantage on your attack rolls, you have advantage on Dexterity saving throws and you gain an additional action on each of your turns. That action can be used only to take the Attack(one weapon attack only), Dash, Disengage, Hide, or Use an Object action. As bonus action, you may end this ability earlier. Once you have used this ability, you have to finish a short or long rest to regain this feature.


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