Wayfarer
| Level | Proficiency Bonus | Features | Skirmish | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Skirmish | 1d6/+1 | 2 | — | — | — | — | — |
| 2nd | +2 | Fast Movement +10ft, Mobility | 1d6/+1 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Armor of Faith, Wayfarer Path | 1d6/+1 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2d6/+1 | 2 | 3 | — | — | — | — |
| 5th | +3 | Channel Divinity 1/rest | 2d6/+1 | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Evasion | 2d6/+2 | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Wayfarer Path | 2d6/+2 | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3d6/+2 | 3 | 4 | 3 | — | — | — |
| 9th | +4 | Quick Skirmish, Peaceful Mind (one use) | 3d6/+2 | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Ability Score Improvement | 3d6/+2 | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Wayfarer Path | 3d6/+3 | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4d6/+3 | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | Peaceful Mind (two uses) | 4d6/+3 | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Channel Divinity 2/rest | 4d6/+3 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Wayfarer Path | 4d6/+3 | 5 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5d6/+4 | 5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Peaceful Mind (three uses) | 5d6/+4 | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Peerless Dexterity | 5d6/+4 | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5d6/+4 | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Pinnacle of Faith | 6d6/+4 | 5 | 4 | 3 | 3 | 3 | 2 |
QUICK BUILD
You can make a Wayfarer quickly by following these suggestions. First make Dexteriy your highest ability score. Second, make Charisma your next highest ability score followed by constitution. Lastly choose the hermit or outlander background.
Class Features
As a wayfarer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per wayfarer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wayfarer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, scimitars, shortswords
- Tools: None
- Saving Throws: Dexterity and Charisma
- Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Religion, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a shortsword
- (a) any simple weapon or (b) a shortbow and quiver of 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor, and a holy symbol
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
Spellcasting
At 1st level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know two cantrips of your choice from the wayfarer spell list. You learn additional wayfarer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wayfarer table.
Preparing and Casting Spells
The Wayfarer table shows how many spell slots you have to cast your spells. To cast one of your wayfarer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wayfarer spells that are available for you to cast, choosing from the wayfarer spell list. When you do so, choose a number of wayfarer spells equal to your Charisma modifier + half your wayfarer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level wayfarer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wayfarer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your wayfarer spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wayfarer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
SPELLCASTING Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your wayfarer spells.
Skirmish
Beginning at 1st level, as a wayfarer you rely on mobility to deal extra damage and improve your defenses. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack. You may apply this damage if your have moved 15ft or more on your turn.
Additionally at 1st level, a you gain a +1 bonus to armor class during any round in which you move at least 15 feet. The bonus applies as soon as you move 15 feet, and lasts until the start of your next turn. You cannot wear medium or heavy armor and gain this benefit.
The amount of the extra damage, and the bonus to armor class, increases as you gain levels in this class, as shown in the Skirmish column of the Wayfarer table.
At 9th level, you only need to move 10ft to gain either benefit.
Fast Movement
Starting at 2nd level, your speed increases by 10 feet while you aren't wearing heavy armor.
Mobility
At 2nd level, your movements are so quick that all attacks of opportunity and all attacks that use a creatures reaction are made with disadvantage against you. Even if a creature would have advantage on this attack it still makes the attack against you with disadvantage.
Armor of Faith
At 3rd level as a reaction you may expend a wayfarer spell slot and reduce any damage you take by 2d8 for a 1st-level spell slot, plus ld8 for each spell level higher than 1st.
Wayfarer Path
Choose from Blessed Stalker, Temple Raider, or Friar
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th 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.
Channel Divinity
At 5th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Enhance Ability and an effect determined by your wayfarer path.
When you use your Channel Divinity. you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your c1eric spell save DC.
Beginning at 14th level, you can use your Channel Divinity twice between rests.
Channel Divinity: Enhance Ability
As a bonus action, you present your holy symbol and speak a small prayer, enhancing your physical prowess. For 1 minute whenever your make an ability check using strength, dexterity, or constitution you may roll with advantage.
Evasion
Beginning at 6th 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
Peaceful Mind
At 9th level, whenever you make a saving throw using Intelligence, Wisdom, or Charisma you can choose to succeed on the saving throw and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Peerless Dexterity
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
Pinnacle of Faith
At 20th level, when you use your Skirmish ability you automatically hit and your skirmish damage is maximized. Or when you use Armor of Faith your dice are also maximized. You can't use this feature again until you finish a long rest.
Wayfarer Paths
Wayfarer's come in a variety of shapes and sizes some of the more common types are listed below. Though each is different they all share faith and belief in the gods. Each given a calling by their gods or church.
Choose from Blessed Stalker, charged with hunting down heretics and evil doers.
Temple Raider, searches for forgotten ruins for lost relics and religious icons.
Friar, called to speak to the masses and spread the will of the gods.
Blessed Stalker
A Blessed Stalker hunts the woods and wilderness for heretics, necromancers, and other targets. These targets are usually given by an organized religion, but some stalkers work for the general good, tracking down rumors and exploring the dark places of the world.
When you select this path, as a bonus action you may select one creature to be your assigned target. You need only know the target's name, and general description to assign the target. The creature is your assigned target until you finish a long rest. You may select a new target as a bonus action on any subsequent turn.
Bonus Proficiency
At 3rd level when you pick this path, you may choose two skills to be proficient in from the following: Nature, Survival, or Stealth.
\columnbreak
Target Bonus
Starting at 3rd level, you may roll a 1d6 and add the result to any Deception, Insight, Investigation, Perception, and Survival checks made in pursuit of or against your assigned target. You may also apply this bonus to any attack rolls made against your target.
Channel Divinity: Sanctified Resilience
At 7th level, you can use your channel divinity to cast counterspell or dispel magic. If you use this ability against your assigned target your may add your target bonus to the ability check versus spells of 4th level or higher.
Divine Hunter
At 11th level, if you have damaged an assigned target and the target escapes, you always knows the direction in which the target lies and the approximate distance between you and your target.
If the target is within 60 feet, you can pinpoint the target's precise location. This ability only works if you and your target are on the same plane of existence.
Crushing Despair
At 15th level, whenever you are in 60ft of your assigned target you may reduce any attack, saving throw, or skill check of the target by 1d6 as a reaction on your turn.
Further up to three other targets within 60ft may be affected by this ability if they are allied with your assigned target.
Friar
A Friar is called by their church, personal experience, or divine guidance to preach to the masses. Traveling from town to town spreading the word of his faith and healing the sick as best they can.
Bonus Proficiency
At 3rd level when you pick this path, you may choose two skills to be proficient in from the following: History, Religion, or Medicine
Additionally, you may now use your Wisdom as your spell casting ability.
Backroads Traveler
Starting at 3rd, you are use to defending yourself along the backroads against brigands and cutpurses. When weilding either a quarterstaff or a club, you may use a bonus action to attack again, this attack does 1d4 + Strength modifier in damage.
Channel Divinity: Wandering Healer
At 7th level, you can use your channel divinity to heal the sick. As a bonus action you gain a pool of healing points equal to your wayfarer level x 5. This pool lasts for 1 minute. You may use 5 points of healing to cure a target of one disease or neutralize one poison affecting it.
Improved Restoration
At 11th level, Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal 1d6 + your wisdom modifier.
Blessings and Faith
At 15th level, you may cast the bless spell at 1st level as a bonus action. When you cast it as a bonus action you may still cast another spell in the same turn.
Additionally you my do this a number of times equal to 1 + your Wisdom Modifier. You regain all uses of this feature on a long rest.
Temple Raider
Bonus Proficiency
At 3rd level when you pick this path, you may choose two skills to be proficient in from the following: Arcana, History, or Stealth.
Additionally you may instead gain proficiency in thieves tools in place of one of the skills.
Dungeon Delver
Starting at 3rd level, you have advantage on saving throws made to avoid or resist traps and you have resistance to the any damage dealt by traps.
Additionally, you gain darkvision of 60ft, or if you already have darkvision the distance extends another 30ft.
Channel Divinity: Divine Direction
At 7th level, you can use your channel divinity to cast augury, with no material components. However the divine guidance lasts for a number of questions equal to 1 + your Charisma Modifier.
Any unused omen's go away when you take a short or long rest.
Deep Delver
Starting at 11th level, You gain a climbing or swimming speed (your choice) equal to 30ft.
Additionally you senses improve so that if you are able to hear, you are aware of the location of any hidden or invisible creature within lO feet of you.
Ancient Linguist
Starting at 15th level, you understand any written language that you see. It takes about 1 minute to read one page of text.

Cantrips (0 Level)
- Dancing Lights
- Guidance
- Mending
- Resistance
- Shillelagh
- Spare the Dying
- Thaumaturgy
- True Strike
1st Level
- Alarm
- Bane
- Bless
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Faerie Fire
- Goodberry
- Guiding Bolt
- Jump
- Longstrider
- Sanctuary
2nd Level
- Aid
- Barkskin
- Cordon of Arrows
- Darkvision
- Find Traps
- Gust of Wind
- Lesser Restoration
- Locate Object
- Prayer of Healing
- Protection from Poison
- Silence
3rd Level
- Call Lightning
- Beacon of Hope
- Blindness/Deafness
- Conjure Barrage
- Daylight
- Dispel Magic
- Leomund's Tiny Hut
- Lightning Arrow
- Nondetection
- Protection from Energy
- Remove Curse
- Revivify
- Speak With Dead
- Spirit Guardians
- Water Breathing
4th Level
- Banishment
- Control Water
- Death Ward
- Divination
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Stone Skin
5th Level
- Commune
- Conjure Volley
- Control Winds
- Contagion
- Dawn
- Dispel Evil and Good
- Maelstrom
- Planar Binding

Faith
and
Skill
A lone half-orc, dispatches the brigands quickly with skillful use of a staff. He then kneels down, says a prayer to his god, and heals the wounded farmer before him.
Deep in a forgotten temple to a forgotten god, the young elf leaps from ledge to ledge, traversing the crumbling ruins. She comes to a fork in the path. Clutching her holy symbol, she calls upon the divine for guidance. After a moment she moves down the path on the left, ever closer to the relic she seeks.
The heretic, secluded in the forest, preaches to his dark cabal of followers. Hidden in the trees a halfling leaps out and fires an arrow directly at him, the arrow turns to a bolt of lightning. The heretic flees deeper in the forest, the halfling pursues him.
Cover Art: Stefan Kopinski
Watch out for more classes coming soon!
Additional Credits
Inside art listed in order of appearance.
Medallion: Monster Ink
Dungeon Delve: Dennis Darmody
Robin Hood: Stu Harrington