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# The Wayfarer - A 5th Edition Dungeons and Dragons Class ## Authorship **Created By:** Ray Ancel IV (rlancel4#7013 on Discord, /u/rlancel4 on reddit) ## Licensing and Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. \columnbreak ## Additional Credits Thanks to the following for their assistance in helping me balance and tweak this class and make it what it is. - My friends /u/Winsomebrush and Volker, who are always willing to tell it to me straight when I show them broken things. - My friend Megan, who allowed me to playtest this class in her campaign in it's early stages. - /u/Cometdance, who helped me with balance in the early design stages. - /u/jaekbad, who helped me with balance in the early design stages. - /u/VampireBagel_, who helped me with balance in the early design stages. - /u/GenuineBelieverer, whose impressive homebrew spurred my love for designing homebrew of my own. - The communities at [/r/UnearthedArcana](https://www.reddit.com/r/UnearthedArcana/) and [Discord of Many Things](https://www.reddit.com/r/DnD/comments/58c7f8/the_discord_of_many_things_a_friendly_dnd/), both of which are incredibly friendly and helpful to us D&D homebrew peoples. \pagebreakNum ## The Wayfarer *"I've spent the last twenty years wandering these lands, seeing everything there is to see here. I know where the dark things lurk, where to find food, where to seek shelter. I've fought highwaymen, felled beasts, and aided lost travelers. There are men with families that wouldn't be here were it not for me. But when I came into town and asked for aid, all they saw was a homeless man without a penny to his name. That is what is wrong with this place." - From the journal of an unnamed wayfarer.* Wanderers, guardians, scouts, the wayfarer's are a somewhat secretive and quiet bunch. Each one of them is different, and they have no central structure. They often consider themselves to be beholden to no man, and while they may respect figures of authority, they don't do so in typical fashion. Bowing and similar forms of supplication is incredibly rare, and when a wayfarer does deign to bow, it is one of the greatest respects they can show. Some wayfarers wander one place their whole lives, while others wander the globe, taking to the seas or the air as needed, with a goal to see as much as they could. Some make maps, some serve as guides to others, and some wander alone, but all wander. If you are unlucky enough to encounter one in battle, their skill with their weapon of choice shows quickly. Quick, efficient, and lethal, woe to the highwayman who decides to waylay a wayfarer. ### Origin The following are some ideas for possible reasons for your character to take up this life. Feel free to roll on the list, choose one, or come up with your own. These are simply ideas. | d6 | Origin | |:---:|:-----------:| | 1 | I grew up in a nomadic tribe, living off the land. | | 2 | After committing a crime, I was exiled from my home and forced to wander. | | 3 | I grew up as part of an ancient order, sworn to protect the land. | | 4 | My family was killed on the road to the city when I was a child. I was spared, and have been surviving on my own ever since. | | 5 | While I grew up in the lap of luxury, the open road called to me, and I joined a caravan headed north. | | 6 | After my side lost in the war, there was nowhere left for this soldier to call home. | \columnbreak ### Quirks The following are some possible quirks for your wayfarer. Feel free to roll on the list, choose one, or come up with your own. These are simply ideas. | d6 | Origin | |:---:|:-----------:| | 1 | I always sit with my back to the wall. | | 2 | I don't like eating food I haven't cooked myself. | | 3 | I live by the motto of "always be prepared", perhaps to an extreme. | | 4 | I never let things go to waste. | | 5 | I always sleep sitting up, hand on the hilt of my sword. | | 6 | I get uncomfortable around loud noises. | ### Quick Build You can make a wayfarer quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score depending on whether you want to focus on melee weapons or archery (or finesse weapons). Your next highest ability score should be Wisdom, followed by Constitution. Second, choose the Far Traveler background. ## Class Features As a wayfarer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per wayfarer level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier #### Proficiencies ___ - **Armor:** Light Armor, Medium Armor, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** One Artisan's tool of your choice. ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose three from Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, and Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* Scale Mail or *(b)* Leather Armor - *(a)* two Martial weapons or *(b)* a Martial weapon and a shield - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Two daggers, one Artisan's tool with which you are proficient *Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.* \pagebreakNum
##### The Wayfarer | Level | Proficiency Bonus | Features | Wandering Arts Points | Wayfarer's Dance Damage | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Wandering Arts | 2 | +2 | | 2nd | +2 | Fighting Style, Expertise | 2 | +2 | | 3rd | +2 | Wayfarer Path | 3 | +2 | | 4th | +2 | Ability Score Increase | 3 | +2 | | 5th | +3 | Extra Attack | 3 | +2 | | 6th | +3 | Wayfarer Path Feature | 3 | +3 | | 7th | +3 | Traveler | 3 | +2 | | 8th | +3 | Ability Score Increase | 3 | +3 | | 9th | +4 | Expertise | 4 | +3| | 10th | +4 | Dauntless | 4 | +3 | | 11th | +4 | Wayfarer Path Feature | 4 | +4 | | 12th | +4 | Ability Score Increase | 4 | +4 | | 13th | +5 | A New Talent | 4 | +4 | | 14th | +5 | Careful Aim | 4 | +4 | | 15th | +5 | Evasion | 5 | +4 | | 16th | +5 | Ability Score Increase | 5 | +5 | | 17th | +6 | Wayfarer Path Feature | 5 | +5 | | 18th | +6 | Strong Willed | 5 | +5 | | 19th | +6 | Ability Score Increase | 5 | +5 | | 20th | +6 | Rambling One | 5 | +5 |
### Wandering Arts Beginning at 1st level, you've mastered several skills that manifest themselves as Wandering Arts. You gain all the Wandering Arts options listed below, as well as some additional Wandering Arts later provided by your wayfarer path. Each time you use a Wandering Art, you must expend a Wandering Arts Point. You have a number of Wandering Arts Points as shown on the wayfarer class table, and you regain all expended Wandering Arts Points at the end of a short rest. **Healing Poultice.** As an action, you can prepare and apply a quick poultice to yourself or a willing creature within 5 feet of you. That creature heals a number of hit points equal to 1d10 + half your wayfarer level (minimum of one). **Instinct.** As a bonus action, you can choose one type of ability check, such as a thieves' tools check, or a stealth check. The next time you make that type of ability check before the end of your next turn, you can make that check at advantage. **Wayfarer's Dance.** As a bonus action, you evaluate your surroundings and opponents, and steel yourself for the fight. You gain the following benefits for 1 minute. - Whenever you hit with a weapon attack, your attacks deal additional weapon damage as shown in the Wayfarer's Dance Damage column on the wayfarer class table. - Whenever you provoke an Attack of Opportunity, you can immediately use your reaction to impose disadvantage on the attack roll. The effects end early if you are incapacitated, or if you end it as a bonus action.
**Wandering Arts Save DC** =
8 + your proficiency bonus + your wisdom modifier
### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. \pagebreakNum #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Expertise At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. You can choose another skill proficiency at 9th level. ### Wayfarer Path Starting at 3rd level, you select the path that you have chosen to follow as a Wayfarer. Select from Guide, Naturalist, or Sentinel. Each are detailed at the end of this class description. Your chosen wayfarer path grants you features at 3rd level and then again at 6th, 11th, and 17th level. ### Ability Score Increase When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you can instead take a feat. You gain additional Ability Score Increases at 8th, 12th, 16th and 19th levels. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Traveler Starting at 7th level, you can take the dash action as a bonus action. Additionally, you ignore non-magical difficult terrain, and cannot become lost except by magical means. \columnbreak ### Dauntless At 10th level, your years on the road have given you access to a new Wandering Art. **Dauntless.** Whenever you are subjected to a saving throw, you can use your reaction to roll 1d10 and add it to your saving throw. You can use this Wandering Art after the saving throw is rolled, but before you are told whether the roll is a success or a failure. ### A New Talent At 13th level you've picked up a thing or two. Choose one skill or tool with which you are not proficient. You become proficient in that skill or tool. Additionally, you learn a new language. ### Careful Aim At 14th level, your years of fighting the things that assail you on your travels have given you an eye for spotting your opponents weak points. You gain access to a new Wandering Art. **Careful Aim.** As a bonus action, you can size up your target's defenses and find a weak point. The next weapon attack you make before the end of your next turn is made at advantage. ### Evasion Beginning at 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Strong Willed Beginning at 18th level, you've grown resilient to the ugly and cruel things of this world and those beyond. You have advantage on saving throws made against effects that cause the Charmed or Frightened condition. ### Rambling One At 20th level, your travels have taken your many places, and your skills have nearly reached their peak. Choose one skill or tool with which you are not proficient. You become proficient in that skill or tool. Additionally, you learn a new language. Finally, once per long rest you can use your action to recover all your expended Wandering Arts Points. \pagebreakNum ## Path of the Guide You specialize in guiding others through treacherous territory, and leading other explorers into uncharted places. Guides are an invaluable resource to those they travel with, and their guidance is almost always welcomed. ### Bonus Proficiencies When you choose this path at 3rd level, you gain proficiency in Survival and Cartographer's tools. Additionally, you learn one language of your choice. ### Guide Arts Also at 3rd level, you've learned a few skills that aid you in your work. You gain access to the following Wandering Arts. **Distracting Strike.** When you hit a creature with a weapon attack, you can use this Wandering Art to make it a distracting strike. The creature must make a Wisdom saving throw against your Wandering Arts DC. On a failed save, the next attack made against the creature by a creature other than you before the end of your next turn has advantage. **Lay of the Land.** As an action, you can call upon the skills granted by your years of travel to find a safe place to stay. You learn of the closest place of relative safety where you might find a moment's respite. While resting in this place, you have advantage on perception checks and stealth checks. ### Silent Paths At 6th level, you've mastered the art of leading others quietly. You gain the following Wandering Art. **Silent Paths.** As a bonus action, you can grant any number of creatures you choose within 30 feet of you advantage on their next stealth check. You must also be making the stealth check in order to use this Wandering Art. ### Masterful Guide Starting at 11th level, the time you've spent guiding others is showing fruit. At all times, any creatures of your choice that you designate within 30 feet of you ignores non-magical difficult terrain. In addition, while traveling, you and your allies within 30 feet can move stealthily at a normal travel pace and without suffering disadvantage on their stealth checks. ### Concerted Effort Beginning at 17th level, you've learned how to work as a group when the odds are against you. You learn the following wandering art. **Concerted Effort.** As an action, designate a number of creatures up to your Wisdom modifier (minimum of one) within 30 feet of you. Those creatures can immediately use their reaction to move up to half their movement speed and make a weapon attack or cast a cantrip. \columnbreak ## Path of the Naturalist Your general distaste for civilized places has led you to learn how to keep care of yourself in a move natural fashion. Walking through the forest, where others just see plants, you see restorative teas, salves, and poisons, and have mastered their use. No matter where you are, you learn to make the flora work for you. ### Bonus Proficiencies When you choose this path at 3rd level, you gain proficiency in the Herbalism Kit. Additionally, choose one skill from the following list. Animal Handling, Medicine, Nature, or Survival. You gain proficiency in this skill. ### Naturalist Arts Also at 3rd level, you've learned a few skills that aid you in your work. You gain access to the following Wandering Arts. **Restorative Treatment.** As an action, you prepare a restorative draught. This draught can be used by yourself, or given to another. Any creature in possession of the draught can drink it as a bonus action. When drunk, it removes one instance of the poisoned condition or one disease. The creature drinking it can choose which is removed. The draught loses it's abilities at the end of your next short rest. **Natural Toxins.** As an action, you prepare a natural poison, and immediately apply it to either a melee weapon or three pieces of ammunition. The poison lasts for one minute or until you hit a creature with the poisoned weapon or ammunition, whichever comes first. When a creature is struck by a weapon or piece of ammunition that has had Natural Toxins applied to it, they must make a Constitution saving throw against your Wandering Arts DC. On a failure, they are poisoned for a number of rounds equal to your Wisdom modifier. They can make another saving throw at the end of each of their turns to end this affect early. On a success, the poison has no effect. ### Natural Remedies At 6th level, you've learned how to use the environment to your advantage to help others recuperate. You gain access to the following Wandering Art. **Natural Remedies.** You can spend ten minutes to create and apply healing bandages, salves, and other natural remedies to your allies. Choose a number of creatures up to your proficiency bonus. These creatures all regain a number of hit points equal to half your wayfarer level + your wisdom modifier. \pagebreakNum ### Conditioned Body Starting at 11th level, your time spent working with and often avoiding poisons has given you immunity to the poisoned condition. Additionally, you have learned to identify poisons easily. You can use an action to examine any food or drink, and make an Herbalism Tools check. If the substance is poisoned, the DC for the check is equal to the save DC of the poison. On a success, you learn the substance is poisoned. If you succeed by 5 or more, you also learn the DC of the poison and it's effects. On a failure, or if the substance is not poisoned, you determine that the substance is not poisoned. ### Smelling Salts At 17th level, your mastery of the natural arts allows you to bring someone back from the brink of death. You gain access to the following Wandering Art. **Smelling Salts.** As an action, you can apply smelling salts to a creature within 5 feet of you that has been dead for less than 60 seconds. If the creature is willing, you bring them back to life with a number of HP equal to your wayfarer level + your wisdom modifier, and all negative conditions are removed from them. A creature cannot benefit from this Wandering Art more than once per long rest. ## Path of the Sentinel Those who choose to follow the path of the sentinel are the most likely to call someplace home, even if that home is an entire nation, mountain range, or forest. They've taken it upon themselves to serve as a guardian, protecting against the darkness or evil as a whole, defending a certain place or person, or defending a certain ideal or goal. ### Bonus Proficiencies When you choose this path at 3rd level, you gain proficiency in Perception. Additionally, you gain proficiency in heavy armor. ### Sentinel Arts Also at 3rd level, you've learned a few skills that aid you in your work. You gain access to the following Wandering Arts. **Taunting Strike.** As an action, you can make a single weapon attack against a creature within range of your weapon. If the attack hits, the creature has disadvantage on all attack rolls made against creatures other than you until the start of your next turn. **Reactive Movement.** Whenever an ally within 30 feet of you is targeted by an attack roll, you can immediately use your reaction to move up to half your movement speed towards your ally, or towards the creature that made the attack roll. \columnbreak ### Trap Maker Starting at 6th level, you've become practiced in laying traps and snares. You gain access to the following Wandering Art. **Trap Maker.** You can spend one minute setting a trap. Choose a ten feet square or smaller of ground adjacent to you. At the end of the minute, you set up a trap that will halt movement of those who fall prey to it. Whenever a creature moves within the area designated, they must make a dexterity saving throw against your Wandering Arts DC. On a successful save, there is no effect. On a failed save, the creature's movement is reduced to 0 until they manage to escape it. On the affected creature's turn, it can use it's action to attempt to escape, making an Athletics or Acrobatics check against your Wandering Arts DC and ending the effect on a success. Either way, once a creature triggers the trap, the trap is expended. You can have a number of traps set up at any time equal to your wisdom modifier. If you go over this limit, the oldest trap ceases to function. The trap can be seen with a successful investigation check against your Wandering Arts DC. ### Watchful Eye At 11th level, your years spent constantly on your guard has made you quick to action. You cannot be surprised. Additionally, you and any number of allies you choose within 30 feet of you have a bonus to initiative rolls equal to half your wisdom modifier, rounded up (minimum of one). ### Guardian Beginning at 17th level, your years spent on the path of the sentinel have reached their peak. You gain access to the following Wandering Art. **Guardian.** As a reaction, when a creature within 30 feet of you makes an attack roll you can move up to your movement speed towards that creature (if needed) and make a weapon attack against it. If the attack hits, you add half your wayfarer level to the damage, and the creature must make a constitution saving throw against your Wandering Arts DC. On a failed save, the creature has disadvantage on the attack roll that triggered this reaction, as well as all other attack rolls they make until the start of their next turn. On a success, there is no further effect. \pagebreakNum ## Multiclassing Stuff... To multiclass into or out of wayfarer, you must have a Strength or Dexterity score of 13+, and a Wisdom score of 13+. When multiclassing into wayfarer, you gain proficiency in light and medium armor, as well as simple and martial weapons. ## Class Design Notes This started as a rework of the spell-less ranger posted in the Wizards article found [here](http://dnd.wizards.com/articles/unearthed-arcana/modifying-classes "UA: Modifying Classes"). Eventually I decided that what I wanted was a bit more in-depth than that. I wanted a nature/wandering focused class, with a focus on skills and martial combat. I wanted strength builds to be sensible and effective, and I wanted to have no magic anywhere within the class. The subclasses were designed to fill three separate rolls; Combat focused, exploration, and support. Naturalist was my personal favorite to design, though the hardest. I always found it unfortunate that the only real healing in core 5e was either magical or personal healing (like the Fighter's second wind), so naturalist was me fixing that. Sentinel was inspired by the Night's Watch, the Ranger's of LotR, and other warriors at home in rough conditions. Guide was the leader of parties through harsh conditions and the scout. While there is some niche/flavor that is strongly reminiscent of Scout Rogue from XGtE, I personally think that it's different enough not just mechanically, but that there is a lot of flavor and ideas here that cannot be done with a Scout Rogue. Primarily, Naturalist, Strength builds, and heavier armor. They're a significantly more martial class, and while they are skill monkeys in a fashion, they are not to the extent of Rogues.
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