Class: Wanderer

by Alkavine

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Wanderer

At progress

Wanderer

Can't you see we're travelers?
And you ask me:
What is traveling?
I answer with one word: it's moving forward!
Try this on yourself.
May you never be satisfied with what you are
So you can one day be what you're not yet.
It always goes on! Don't stop in the way


Traveling looking for someone or something important to you, looking for some knowledge or just traveling aimlessly trying to forget something. seeking inner peace, magical items, knowledge, money, power, places, eternal life, different people, seeking death or bringing it to someone.
What are you looking for?

Creating a Wanderer

On your travels, you discovered new things that was strange to you until then, you discovered new weapons, cultures, others peoples that seemed interesting to you.


You know some weapons not so much known, and knows how to use it correctly correctly.
You can choose or buy one Japanese weapon, ask to your GM.
check the list at the last page

Class Features

As a Wanderer, you gain following class features

Hit Points


  • Hit Dice: 1d8 per Wanderer level
  • Hit Points at 1st level: 8 + your constituition modifier
  • Hit Points at highter levels: 1d8 (or 5) + your constituition modifier

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Shortbow, shortsword, Japanese Weapons.
  • Tools: A craftsman tool of your choice or a musical instrument.
  • Saving Throws: Dexterity and Wisdom
  • Skills: Choose three from Survival, Insight, Perception, Stealth, Acrobatics, Religion and Nature

Equipment

You start with following equipment, in addition to the equipment granted by your background:

  • (a) Choose one weapon at weapon list
  • (a) An explorer's pack, (b) an dungeoneer's pack or (c) an burglar's pack
  • (a) 10 Kunai, (b) 10 shurikens or (c) shortbow and quiver with 20 arrows
    or Initial Money: 5d5
Multiclass

you cannot multiclass that class or take another class. but feel free to use.
Requirements: Wisdom 13, Dexterity 13.

Wanderer
Class Level Proficiency Bonus Secondary Dmg Focus Points Unarmored Movement Features
1st +2 d4 - - Unarmored Defense, Martial Art
2nd +2 d4 2 3m Focus, Unarmored Movement
3rd +2 d4 3 3m Enhanced Senses
4th +2 d6 4 3m Ability Score Improvement, Archetype Features
5th +3 d6 5 3m Extra Attack, Retaliation
6th +3 d6 6 4,5m Magic Blade
7th +3 d6 7 4,5m Evasion, Calm Mind
8th +3 d6 8 4,5m Ability Score Improvement
9th +4 d6 9 4,5m
10th +4 d6 10 6m Alcoholic Immunity
11th +4 d8 11 6m
12th +4 d8 12 6m Ability Score Improvement
13th +5 d8 13 6m Resilience
14th +5 d8 14 7,5m
15th +5 d10 15 7,5m Serene Spirit
16th +5 d10 16 7,5m Ability Score Improvement
17th +6 d10 17 7,5m
18th +6 d10 18 9m Empty Body
19th +6 d10 19 9m Ability Score Improvement
20th +6 d10 20 9m Self Perfect

Unarmored Defense

At the 1th level, unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Art

At the 1th level, you can choose one martial art below

Moon Blade: Katana/Swords

Koryu: Naginata/Polearms

Kyudo: Longbow and Shortbows




Focus

At the 2th level, Your mental strength gives you mastery in fighting battles, managing to stay focused during chaos, this focus represented by Focus points is used for the following abilities: Tenryu Ransei, Shukuchi, Patient Defense. When you use a Focus point, it becomes unavailable until you take a short or long rest, and spend at least 30 minutes meditating to recover.

  • Tenryu Ransei: Immediately after performing the attack action on your turn, you can spend one focus point to perform two attack rolls with your weapon at this turn with a bonus action.

  • Shukuchi: You can spend a focus point to use Disengage or dash as a bonus action on your turn, and exiting enemy range does not cause opportunity attacks.

  • Patient Defense: You can use a Focus point to perform Evasion with a bonus action.

Martial Arts

Martial Art - Katana/Swords

When you perform an attack roll with your weapon, you can choose between:

Full Moon Cut: +1 on your Attack Roll;

Crescent Moon Cut: + 2 + (half of your class level, rounded down) on your Damage Move

  • When using an Action to strike on your turn you can spend your Bonus Action to strike again using your secondary damage

  • You have a very strong bond with your weapons, The damage dice changes as you acquire levels.

Martial Art - Naginata/Polearms

When you perform an attack roll with your weapon, you can choose between:

Jodan no Kamae: If your Attack dice is 18> and you hit successfully, the target will lose -1 AC for one round.
Example: you roll an Attack: d20 + 5 And get:
20 ⟵ [15] 1d20 + 5 Failure
23 ⟵ [18] 1d20 + 5 Success

Butterfly Cut: roll twice your attack, on a hit, roll a 1d8 + your(dmg mod) on damage roll

  • You have a very strong bond with your weapons, The damage dice changes as you acquire levels.

Martial Art - Longbow/Shortbows

When you perform an attack roll with your weapon, you can choose between:

Quick Shoot: You can shoot two arrows, quickly and change your target if you want, but on the second arrow you use a bonus action, regardless of the target, you don't add modifiers in attack roll.

Precise Shoot: + 1 on your attack roll and negate piercing resistance.

Enhanced Senses

At the 3th level, You focus your senses totally on the battle, forgetting the pain, you get 1d10 + Con modifier. You need to finish a short/long rest before you can use this feature again

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

Extra Attack

At the 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn

Retaliation

At the 5th level, when you're the target of a melee Strike, you can spend 3 Focus points and use your Reaction to identify and cut off several tendons or weaknesses of the target quickly, which will be disabled for one round. You will only be able to reuse this ability after a short or long rest.

Magic Blade

At the 6th level, your strikes count as magic weapon strikes, with the purpose of overcoming resistance or immunity to attack and non-magical damage.

Evasion

At the 7th 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.

Calm mind

At the 7th level, you can use your action to finish an effect on

Alcoholic Immunity

At 10th level, you gain immunity from getting drunk and being poisoned.

Resilience

At the 14th level, your concentration will give you proficiency in all endurance tests. In addition, every time you perform a saving throw and fail, you can spend 1 focus point to play again and get the second result.

Serene Spirit

At the 15th level, Your training and your focus supports your body, you will endure 2 days without eating and withou6t rest, without winning penalties

Empty Body

At the 18th level, you can use your action to spend 4 Focus points and remain invisible for 1 minute. During that time, you also gain resistance to all damage except energy damage. In addition, you can spend 8 focus points to cast the astral projection magic, without the need for material components. When you do, you cannot take any other creature with you.

Self Perfect

At the 20th level, when you roll initiative and have no chi points remaining, you retrieve 5 focus points.

Art By:Nafiha Nasar

Archetype: Moon Path

After a long time, you master the art of giving a decisive and fatal blow to any blind spot of the enemy.

Opening Attack

In the 3rd level, your first turn in combat if you haven't taken damage, while performing an Attack Action, you'll hit your target with blinding speed, on your first attack you you roll twice the number of damage dice.

Moon Stance

At the 4th level, at the beginning of your turn, you can choose to prepare with one action and one focus point against all threats received by taking a contrary stance. For each melee attack that hits you until the next turn you can make a standard melee attack against this creature, your attack occurs before the full trigger attack. You are limited to a number of counterattacks per round equal to your Dexterity modifier -1. When using the Moon Stance feature, you cannot deflect projectiles.
Level 4 or 6, Idk yet.

Weak Spot

In the 11th level, you have achieved perfection in your moves, when you use "Opening Attack" and "Garyou Tensei" you ignore 2 Armor Class points

Garyou Tensei

At the 17th level, you become fast enough to make multiple blows in a single breath, when attacking you can spend 10 Focus points, and makes an attack with advantage and roll 6 Damage dice of your weapon, This is the final technique, it is said that no one other than those who used this technique lived to tell about it.

Weapon List

You can choose one Japanese weapon:

Name Cost Damage Weight Properties
Katana 15 gp 1d8 Slashing 3 lb Finesse, Versatile(1d10)
Naginata 20 gp 1d10 Slashing 6 lb Heavy, Reach, Two-Handed
Yumi ( Daikyu) 50 gp 1d8 Piercing 2 lb Ammo(150/600) Heavy, Two-Handed
Yumi (Hankyu) 25 gp 1d6 Piercing 2 lb Two-Handed Ammo(80/320)
Otsuchi 10 gp 1d12 Bludgeoning 20 lb Heavy, Two-Handed
Kunai 1 gp 1d4 Piercing 0.7 lb Thrown(20/60),Finesse
Shuriken 1 gp 1d4 slashing 0.3 lb Thrown(20/60)
Wakizashi 10 gp 1d6 slashing 2 lb Finesse, Light

Japanese Weapons

Weapon Analog
Bo Quarterstaff
Daikyu Longbow
Fukiya Blowgun
Hankyu Shortbow
Jitte Mace
Kama Sickle
Kanabo Maul
Katana Longsword
Magari yari Trident
Naginata Halberd
No-dachi Greatsword
Ono Handaxe
Tanto Dagger
Tetsubo Greatclub
Wakizashi Shortsword
Yari Spear
Fan Content Policy

Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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