Empty Wanderer (5e Class)

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The Empty Wanderer[edit]

The lost...

A Dark Dance...[edit]

Grimacing at his inability, a Dragonborn walks away from the dead members of his party, him being the only survivor from a mighty fight. Smiling, a Half-Elf cringes internally, trying to figure out what imbeciles around him are talking about as he nods his agreement, planning on disabling all the traps ahead and coming back no matter what his friends think. A Halfling slits a guard's throat quickly, turning to his party, who are all horrified at his actions. What do all of these have in common? They don't know what they're doing. They want to belong to something bigger than just themselves but already they belong to something. There are only ever one of these people at a time.

Creating the Empty Wanderer[edit]

There are no questions as to why you are an Empty soul, you just don't know how to control your mind quite yet. Your lack of thoughts, the way you seem to stray from the morals of others, the fact that you gaze longingly at others as they laugh and joke around... and you can't join in at all.

Quick Build

You can make the Empty Wanderer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, any background fits, as long as you can play off the emotional problems this class has. Third, choose <!-elaborate on equipment choices->

Class Features

As a The Empty Wanderer you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Empty Wanderer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Empty Wanderer level after 1st


Armor: Pick one from Light, Medium, or Heavy
Weapons: Any bladed onehanded weapon.
Saving Throws:


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

Table: The The Empty Wanderer

Level Proficiency
1st +2 Unlucky! What is Luck?
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6


You are extremely unlucky! Your entire team gain disadvantage during Saving Throws! Have a little fun, lose a little! If someone fails a Saving Throw, you gain advantage to your next saving throw! If multiple people fail a Saving throw, you add your proficiency bonus every time someone fails after the first fail.

<!-Use semi-colons for subheaders->

Pick a Path![edit]

At 3rd level, you chose a Path for the misery you take and give! Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.

Ability Score Increase[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 16 DEX, 16 INT. (And a lack of emotional care.)

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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