I do still need some feedback on this thing, because it’s currently a tangled mess of unplaytested awesome ideas. I think it should work pretty well, but I suppose we’ll find out as Ren levels up.
Anyway, what exactly is the Wanderer class?
That’s really, really hard to quantify. It’s sort of like a mix of the Bard and Rogue classes, with a dash of the Monk class, the Fighter class, and Mat Cauthon thrown in. Except that it isn’t. So I’m just going to post it before I confuse the issue any further.
Yet still the riven heights he clomb,
And wandered forests, all alone,
And creatures foul, and creatures fair,
These the kinds he met him there.
-Fragment of the ancient Lay of Tabhrin.
“You thought I was kidding? You should be so lucky. I really can do anything.”
Level Proficiency Sneak
Bonus Attack Features
1st +2 1d6 Ritual Casting, Sneak Attack
2nd +2 1d6 Expertise
3rd +2 2d6 Varied Study, Deflect Missiles
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Extra Attack
6th +3 3d6 Varied Study Feature
7th +3 4d6 Unarmored Movement
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Evasion
10th +4 5d6 Expertise
11th +4 6d6 Extra Attack (2)
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Jack of All Trades
14th +5 7d6 Varied Study Feature
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Reliable Talent
18th +6 9d6 Feral Senses
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Signature Spells
You gain the following class features.
Hit Points (conventional 5e)
Hit Dice: 1d6 per Wanderer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wanderer level after 1st
Hit Points (With our houserules)
Hit Dice: 1d4 per Wanderer level
Hit Points at 1st Level: 1d4+8 + your Constitution modifier
Hit Points at Higher Levels: 2d2 (or 3) + your Constitution modifier per Wanderer level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One musical instrument of your choice; thieves’ tools; one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Sleight of Hand; choose any two others.
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword, or (c) any simple weapon
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a dungeoneer’s pack, (b) an entertainer’s pack, or (c) an explorer’s pack
• (a) any musical instrument or (b) thieves’ tools or (c) one type of gaming set
• (a) chain mail and a shield or (b) Leather armor and two daggers
Cannot own more than 6 magic items; magic items do not function for them until second level. If a Wanderer ever has more than 6 magic items on their person, those after the 6th do not function while the Wanderer is holding them. [I’m still debating this one. It’s in here purely because I adapted this class from a never-played homebrew Second Edition concept, and I couldn’t think of a better way to adapt the magic item restrictions I’d given them into 5e.]
You can cast a spell as a ritual if you have the spell in your reportoire. The number of spells you can learn as rituals is detailed at the end of the class description, as is the list of spells you can choose from.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table.
At 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
At third, sixth, and 14th level respectively, you may take one of the second, fifth, and 13th-level feature of one other class.
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your wanderer level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
Starting at 7th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.
Jack of All Trades
Starting at 13th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
By 17th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
At 18th level, you’ve been in so many fights that you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
You might be favored by the gods. You may be slightly precognizant and not know it. You might just be really lucky. Whatever the case, whenever you roll a natural 1 on an attack roll, skill check, or ability check, you treat it as a natural 20.
Level Cantrips Ritual Levels
Known 1st 2nd 3rd 4th 5th 6th
2nd 1 1
3rd 1 2
4th 2 2 1
5th 2 2 1 1
6th 2 2 1 1
7th 2 2 1 1
8th 2 2 1 1 1
9th 2 2 2 1 1
10th 2 2 2 1 1 1
11th 3 2 2 1 1 1
12th 3 2 2 2 1 1
13th 3 2 2 2 2 1
14th 3 2 2 2 2 1
15th 3 2 2 2 2 2
16th 3 2 2 2 2 2
17th 3 3 3 3 2 2 1
18th 3 3 3 3 2 2 1
19th 3 3 3 3 2 2 1
20th 3 3 3 3 2 2 1
Blade Ward, Dancing Lights, Friends, Hex, Mending
Alarm, Disguise Self, Grease, Jump, Longstrider, Purify Food and Drink, Message
Alter Self, Darkness, Darkvision, Silent Image
Daylight, Invisibility, Rope Trick, Water Walk
Freedom of Movement, Nondetection, Tongues
Animate Objects, Cure Wounds, Passwall, Polymorph
Arcane Gate, Teleportation Circle