Way of the Wanderer (5e Subclass)

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Way of the Wanderer[edit]

Monastic Tradition

The open road is your home. You don't attach yourself to settlements or civilization. You wander around where ever your feet bring you, either with a purpose or just out of sheer luck. Suggested background for this class would be the Outlander or Hermit background.

Wanderer's Knowledge

Upon choosing this subclass at 3rd level, you gain proficiency in Survival. You also gain advantage in Nature and Survival checks while travelling. This helps you find your way around the wild or open road. You can orient yourself by the heavenly bodies and natural landmarks. You can’t become lost except by magical means.

Eyes and ears on the Road

At 3rd level, you can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Whenever you have to roll initiative, you may spend 2 ki points before the start of a combat, to gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. Movement and bonus actions apply as normal.

You can then take your turn on the normal initiative count, as normal.

Long Road Ahead

At 6th level, your travels have made you tougher. Whenever you take your Step of the Wind, you can spend a hit die and roll it, regaining a number of hit points equal to the number rolled + your Constitution modifier, and end the poisoned condition, a disease or recover from 1 level of exhaustion.

In addition, you don't incur in risk of exhaustion for traveling at Forced March, and have no penalties on Wisdom (Perception) for traveling at Fast Pace.

Fast Lane

At 11th level, you can cast haste on yourself, as a bonus action, without spending spell slots. Once you do so, you can't do it again until you finish a long rest, unless you spend 3 ki points to do so again.

Weather Proof

At 17th level, you gain resistance to cold, fire, lighting and thunder damage. You also are immune to the harmful effects of extreme heat and cold.

Finally, when you fail a Constitution saving throw, you can use your Diamond Soul feature without spending ki.

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