Otherworldly Patron: The Wanderer

by Jober7

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Otherworldly Patron:
The Wanderer

Your patron is a powerful wanderer from another plane. You have forged a pact with a wandering spellslinger, an outlaw from another plane, or maybe an inter-dimensional space cowboy. Your pact with them could have taken many different forms. Maybe it was repayment for shelter given to them during the Wanderer's travels, or maybe it was brand left by the Wanderer left to taunt you after they burned through your town. No matter the deal, their passing has left you with magic of your own to do with as you wish.

Wanderer Expanded Spell List

Spell Level Spells
1st compelled duel, magic missile
2nd conjure barrage, dust devil
3rd slow, lightning bolt
4th locate creature, wall of fire
5th mislead, conjure volley

Spellslinger's Magic

At 1st level, the magic left to you by your patron lends itself to quick action in the face of danger. When you roll for initiative, you can gain a +10 bonus to your initiative roll. During your first turn after using this feature, you can cast magic missile as a bonus action without expending a spell slot and it creates one less dart when cast this way. The level of the magic missile spell is equal to your highest available pact spell slot level.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend a pact spell slot to use it again.



























Ride at Dawn

At 6th level, your connection to your patron grants you an affinity for riding that manifests within your magic. You learn the find steed spell. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Additionally, at 14th level find steed is replaced with find greater steed on your spells known, which you can cast using this feature.

Otherworldly Alacrity

At 10th level, you patron's wandering nature begins to influence you through your pact. You gain a bonus to Dexterity saves and checks equal to your Charisma modifier.

Showdown

At 14th level, you learned to greatly enhance your speed using your magic. When you use your Spellslinger's Magic feature, you can take one additional action during your first turn.

Once you use this feature, you can’t do so again until you finish a long rest.

Credits

Artwork 1 By: High Noon Lucian Kelly Aleshire
Page Stains By: Jared Ondricek (/u/flamableconcrete)
Special Thanks: Team Crow and Discord of Many Things for the help.

 

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