A table and some rules I use for my 5e setting, inspired largely by the tinkers in the Kingkiller Chronicles, as well as something I saw on the excellent Signs in the Wilderness blog.


“A gold piece, a silver piece, and a copper piece”

“A tinker’s advice pays kindness twice”

A Tinker’s Debt Is Always Paid

Once for any simple trade. A character who trades with a tinker will generally find some use for the items they received, often more than they expected. (Tinkers have a knack for offering things PCs will need for some upcoming challenge in the adventure).

Twice for freely given aid. Aid in return, such as tips or directions; additionally, all rolls against the character have disadvantage for a while (DM’s judgement).

Thrice for any insult made. All rolls against the character have advantage for a while (DM’s judgement, dependent on the severity of such insult; generally, I wouldn’t recommend more than one encounter.).

Also, if a tinker offers a bargain that the character doesn’t accept, always find a reason for them to need the thing they could have gotten.


Roll up a random Tinker:

d6           Appearance

1              Pack almost as big as the bearer

2              Pushing a small cart

3-6          Riding a (1-3) shabby cart/(4-6) brightly painted cart, pulled by a (1-3) eland/(4-6) elk/(7) yak/(8) ox/(9-10) pack dog/(11-12) Plainsbird.


d4           Attitude

1              Cheerful

2              Friendly

3              Alert

4              Sleepy


d52         Advertises 9 of:

1              Eggs and berries and mushrooms

2              An old coat or hat or pair of shoes

3              Silk scarves

4              Writing paper

5              Sweetmeats

6              Belt leather

7              Black pepper

8              Fine lace

9              Bright feather

10           Small clothes

11           Rose water

12           Heath blankets

13           Feather-plumes

14           Plains-melons

15           Pipe-leaf

16           Summerwine

17           Moose cheese

18           Rice cakes

19           Goat cheese

20           Sharp knives

21           Sweet apples

22           Juicy peaches

23           Pure salt

24           Stead Ivory

25           Wild ginger

26           Warm furs

27           Tea leaves

28           Sour Lemons

29           Sweet Plums

30           Sugarcane

31           Apricots

32           Pomegranites

33           Olives

34           Paadria hats

35           Straw caps

36           Rice wine

37           Sharp arrows

38           Bells

39           Candles

40           Iron Chain

41           White Chalk

42           Healer’s kit

43           Holy symbol

44           Ink and inkpen

45           Lamp and lantern

46           Soap

47           Tinderbox

48           Whetstone

49           Artisan’s tools

50           Gaming set

51           Musical Instrument

52           Herbalism kit


d12         Service/Skill

1-6          Knife-sharpener

7-8          Cobbler

9-10       Story-teller

11-12     Knows trails and back ways for miles


d4           Looking For

1              Supplies – rope, cloth, food, tea

2              Something to pass the time – alcohol, pipe-leaf, a musical instrument.

3              Something to use as a gift – a silver locket, shell beads, a golden bracelet, fine gems.

4              Tack and saddle


d4           In Need Of (but does not mention):

1              His feet are bare and bloody.

2              His cloak is more patch than fabric, and full of holes.

3              His stomach growls audibly.

4              Wearing the remnants of a hat.


Taverns & Tea-Houses

A couple of tables I worked up, for taverns and tea-shops in the D&D setting I’ve been working on the last couple of years.

[A brief note on the setting, Amerath: A swashbuckling, sword-and-sorcery wuxia setting, with inspiration less from medieval Europe and more from the Americas, Asia, and the European Bronze Age.]



Random Tavern

d6           Construction

1              Wood planks

2              Cut stone

3              On a boat in the harbor

4              Whitewashed walls, red roof tiles

5              Over water – on stilts or pilings, perhaps also acting as a bridge.

6              Rice-paper and red-painted wood


d4           Interior

1              Cushion seating and low tables, futon beds

2              Chairs and tables

3              unfurnished floorboards (50% chance of being covered in straw), bare benches and stools

4              Long communal tables


d12         Atmosphere/Other Notes

1              Carpets strewn about the floor, colorful wall hangings (1-3 patterned, 4-6 scenes)

2              A smoky haze hangs over the main room

3              Live plants and lava stone, black velvet paintings, trained pseudodragons on the bar and in the rafters

4              Additional seating outside

5              Well-behaved merchant patrons

6              Raucous laborer patrons

7              A bar fight is currently in progress

8              Informal, casual, friendly

9              Funded by a temple, staffed by priests, holy iconography prevalent.

10           Dim lighting, gloomy, quiet muttering

11           Thieves’ guild safehouse, secret cellar

12           Owner waters down the drinks


d10         Food Offered 3 of:

1              Roast meat (1-2 turkey, 3-4 moose, 5-6 mutton)

2              Lamb/mutton and potato stew

3              Bread (1-2 sourdough, 3-4 rye, 5-6 rice, 7-8 flatbread)

4              Cheese (1-2 moose, 3-4 goat, 5 yak, 6 sheep)

5              Seafood (1 trout, 2 salmon, 3 catfish, 4 bass, 5 perch, 6 carp, 7 mahi mahi, 8 halibut, 9 crab, 10 shrimp, 11 lobster, 12 crayfish)

6              Bread and sauces

7              Meat pies

8              Rice

9              Meat or vegetable skewers

10           Noodles


d6           Drinks Offered 3 of:

1              rice wine

2              beer

3              red wine

4              white wine

5              orange wine

6              pink wine


d10         Also Offers 1d3 of

1              Pipe-leaf

2              Side room with (1-2 singing, 3-4 dancing, 5-6 drama, 7-8 comedy)

3              Private room with screen, access to bar, offers private drinking for higher price

4              Dancing girls

5              Free lunch with purchase of one drink

6              Communal bath, using water from nearby hot spring if any

7              Fruit pies

8              Gaming supplies (1-2 dice, 3-4 cards, 5-6 pattern guessing games, 7-8 roll d6 twice)

9              Live music, open stage

10           Spiced potatoes



Tea Shops


Random Tea Shop

d6           Construction

1              Wood planks

2              Cut stone

3              On a boat in the harbor/river

4              Underground (1-3 cave, 4-6 cellar)

5              Over water – on stilts or pilings, perhaps also acting as a bridge.

6              Racial (1d4)

1              Elvish: walls of graceful stone and living trees, a canopy of branches and a latticework of stone, a floor of moss or short-cropped grass, lit by jars of fireflies at night set loose when morning comes. Trees artfully scattered across the main room.

2              Dwarvish: walls of stone in geometric shapes, set tight without mortar; a floor a few steps below the level of the ground, so the building seems larger inside than out; few windows, with light provided by lamps filled with glowing spores; reading material may be provided.

3              Drow: red lanterns, silk tapestries, the faint smell of roses; no windows, curved and fluid stone; soups sipped quietly from shallow bowls, food eaten with knives or pairs of sharpened sticks.

4              Tallfellow Halfling: Built of wood, with many windows; spacious feeling, but a ceiling around 6’; anything colored is mainly in vibrant shades of brown, yellow, or green.


d4           Interior

1              Cushion seating and low tables

2              Chairs and tables

3              Private compartments

4              Long communal tables


d12         Atmosphere/Other Notes

1              Carpets strewn about the floor, colorful wall hangings (1-3 patterned, 4-6 scenes)

2              A haze of incense and smoke

3              Flooded ankle-deep in clear water, a slight current taking away any detritus; seating areas may or may not be raised on dry platforms.

4              Additional seating outside

5              Well-behaved merchant patrons

6              Raucous laborer patrons

7              Fountain fills the room with the sound of trickling water

8              Every patron is required to wear a carnivale mask

9              Reading materials are provided, and conversation kept to a low murmur

10           Tables, counters, bowls, utensils, fixtures are made of copper and bronze

11           Owner runs a smuggling ring. Secret door in basement leads somewhere convenient. Rough-looking folks at the side table are off-work employees.

12           Haunted. Do not sit in the corner, it is taken.


d8           Teas Offered 3 of:

1              White

2              Yellow

3              Green

4              Oolong

5              Red

6              Heilong

7              Blue Lotus

8              Herbal


d10         Also Offers 1d3 of

1              Pipe-leaf

2              Hookah

3              Rice Wine

4              Dancing girls

5              Pastries (3 of: 1 bubbly pie, 2 fruit tart, 3 chasan, 4 churro, 5 cream horn, 6 kolache, 7 cheese pastry, 8 curry puff, 9 fig roll, 10 lotus seed bun, 11 samosa, 12 empanada)

6              Soup (1-2 rice-noodle, 3-4 fish, 5-6 rice-noodle with fish, 7-8 lamb and vegetable, 9-10 turkey and potato)

7              Steamed buns, filled with meat or vegetables

8              Sandwiches and cakes

9              Live music

10           Sweet iced tea


LARP: Rules Bloat- Solutions

Hey, guess who’s back! I can’t promise regular updates or anything, but I’m at least finished with college classes for the semester.

Larp rules

The problem with writing a rulebook for something when you have no rules design experience (and little roleplaying experience) should be evident. Of course, since I was fourteen at the time, not so much. I blissfully sat down at the keyboard and pounded out a fifty-page rulebook for my live-action roleplaying system. Naturally, it had some issues. Thus I have lately taken the time to review it, edit it, and condense it.

I decided I had three main goals for the redesign.

1. Make it something people will be willing to read.

Nobody actually bothered to read the old rulebook, probably because it was fifty pages long. Looking back through it, this was probably a good thing.

2. Make the rules easy to internalize and remember.

Complicated maths and large numbers of spells and abilities resulted in two situations: half the time, nobody used the abilities and lost track of hit points; the other half, play had to be paused repeatedly to explain their effects.

3. Create a high level of immersion.

There is a large difference between roleplaying, and whacking each other with swords while talking about school.


First problem, making the book something readable. For that, I simply started fresh. I decided on a guideline of ten pages for rules. What are the essential pieces of the rules that I wanted to keep? I decided on classes, races, and spells. Following my second point, I realized my level system served almost no purpose; its only effects were increasing health, and providing an incentive to show up in costume. But even so, the leveling system meant long-term players would be massively more powerful than a new player, and should the two need to fight there would be no chance of the newbie winning, no matter their skill with a weapon. Instead, I decided long-term players should have in-game advantages, rather than rules-based ones. After removing the leveling system, I obviously did not need higher-level spells either, and left out everything above what had been first or second level. This left a total of ten basic spells. I have also removed some extraneous classes (Freelancer and mercenary were essentially Warriors and Rogues with different flavor texts, while Alchemists relied on a ruleset that had not yet been clearly defined.)

Next, point two. The previous system had swords dealing two points of damage- or three, or one, largely independent of other weapons otherwise equal- and location-based hit points: three on every limb, and five on the torso. While I liked the idea of a location-based system, the rest needed fixed. It’s much easier for a player who has taken a sword blow to subtract one from a number than two, so I decided to make that the damage dealt by a sword. I also decided that hit points should be a bit lower. Thus the new system: the average character has three hit points on every location, though character class and armor may cause this to vary slightly. Additionally, having condensed my spell list, I have made it so that even a warrior character with no spellcasting can give the spells a quick glance and know enough to take any effects when the spell is cast on them.

This ability to internalize also has a great effect on immersion: if all players know, for example, that a sword does one point of damage, and a spell does three, then when they are hit with a sword or a spell they can mentally subtract fairly easily, eliminating the necessity of damage calls. Without damage calls, it is more similar to an actual battle (or at least as similar as foam-sword combat gets).

And that was it. The rulebook is now ten pages long, descriptive, and simple to remember. I have a few other projects I’m working on- cultural dossiers, and better weapons that look more like swords and less like clubs- but the rulebook itself is essentially completed.

D&D 5e: Elves of Wood and Jungle

In my homebrew campaign setting of Moonsea (See the Campaign Journal if you’re interested; I just added our most recent session and figured out how the dropdown menus work), Drow aren’t really all that bad. They’re just another subrace of Elves, one that lives in the deep jungles of Dhathan. Perhaps they were something else, once, but if so that was long ago.

Wood Elves are fairly similar to the Wood Elves described in the PHB, but there are a few key differences, including a greater affinity with animals.

Wild Elves are even more closely entwined with the animals of the forest, even being able to speak their language. However, they do have a few… cultural values that more civilized races have difficulty understanding. Yes, I know I’ve posted them before, but this time I’ve added a picture.




Drow are wild elves, akin to sylvan or wood elves, but descended from an earlier subrace of dark-skinned elves. More primitive than other elves, they lead lives apart from civilized beings, deep in wild jungles.

Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves- they rarely top 5’4″-, letting them easily slip through tangles of underbrush that would stop or slow down larger beings. Their small size and light weight also make climbing trees easy for them.

Ability Score Increase. Your Charisma score increases by 1.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for the spell.

Life in the Trees. Climbing doesn’t halve your speed.

Bestowed by Silvanus. The drow have great knowledge of the jungles that they call home. You have proficiency in Nature.

Drow Weapon Training. You are proficient with shortbows, longbows, daggers and blowguns.


Wood Elves

wood elf

As a wood elf, you have keen senses and intuition, and your feet carry you swiftly and silently through your native forests. You are just as quick-witted as you are quick-limbed.

Wood elves are shorter than most other elves and men- about 5’ on average-, and have a frail, delicate build, but they are quite agile, and have an affinity of sorts with wild animals.

Wood elves’ skin tends to be coppery in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the dagger, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Natures Gift. You gain proficiency with Animal Handling. In addition, animals of the natural world are friendly towards you and your companions, so long as you do not threaten them and they are not overly hungry. They are willing to do small tasks for you, though nothing that would endanger them or their offspring.


Wild Elves

wild elf

Wild elves are a far older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings or Venthel. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and can’t abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but hey; nobody’s perfect.

Size: Small. They max out at 3’ 6 in height.

Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.

Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)

Bite: You have an unarmed bite attack that deals 1d4 piercing damage.

Languages: You can speak Elven, Animal, and Sylvan.


Elf Ears mkII; LARP worldbuilding

I know, I know, It’s been a long time since I’ve posted. I’ve been busy. I’ve done some work on my novel, and a lot of work on the history and cultures of my LARP setting. I’ve also added to the lore. But I’ll get to that in a moment.

I’ve been on vacation recently to visit family, and I went to a Renaissance festival in Florida. First time going to one. It was a lot of fun, and I met some like-minded people. I also picked up another set of elf ears, this time the long type- as in, six inches. It’s the little things that make life worth living.

As an apology for my long absence, here’s a player handout I wrote about how worship and magic works in the LARP world.

Worship and Magic in Dariad

Most folk in Dariad worship many gods; only clergy and zealots venerate one above the others. For example, a farmer could mainly revere Erisenna and Cerastia, but also pray to Tieran’i or Aelo to keep damaging storms away, Talaira to keep back disease, etc. Any mortal of any race may worship any deity, though their upbringing and morals/ethics make some matches of faith and person unlikely. The highly unusual ones are usually the result of a person searching for the right path, or one who believes a certain deity influenced an important event in their life. Though most faiths welcome any new believers, some do not (or, if they do, rarely) allow certain races, such as orcs, half-orcs, and dark elves. For the average mortal, religion is the primary worship of one deity above-even if just a little above- all others.

How They Worship

Most people embrace a primary deity, and carry some token of that god. Adventurers usually pray briefly to this deity in the morning (if they aren’t in some emergency), as well as in moments of crisis, such as healing a friend. They may offer longer, private prayers at other times- these are usually requests for protection and guidance, and deities sometimes reply with dreams or (rarely) waking visions. These are generally only a feeling of favor or disapproval.

When arriving in a village or town that has an established shrine to their patron deity, many folk attend a service or give an offering. Customarily, this is a coin offering, or something appropriate to the deity. For Cete, hunted game is a good offering, and for Agaron, spoils of defeated foes are favored gifts. Worshippers without these things typically offer information about their doings to priests, or offer to help around the temple. The services asked from them may be anything from “Help move these chairs” to “Help guard the temple tonight”.

A wanderer who stumbles upon an untended or desecrated shrine to their patron deity is expected to cleanse it and pray there or leave an offering. Those in an area with a temple generally attend services at least once every four days.

Every community has a public shrine to most deities, even if it has no temple; the lack of a particular deity in a settlement doesn’t mean that the deity is not honored in the area.

How Magical is Dariad?

Dariad is very magical, as a lot of magic (such as spells, magic items, and permanent enchantments) is always present, and thusly mages too. Everyone has heard of magic, and most city-folk see use or results of magic every day. Many common folk have seen small spells and tricks, such as in the repertoire of traveling entertainers; however, the average commoner has never had magic cast on them, or handled a magic item. Nor have most ever had anyone cast a spell for them, as magic is generally expensive.

Words of Magic

So, I was bored recently, and I decided to revamp the spellcasting for my LARP group. Until now, spell incantations had pretty much been a bunch of nonsense words, but I decided to change it so that mages were actually telling the magic what effect they wanted.

Each spell begins with an activation word that determines the range of the spell.

Fireball would be something like, “þú a Solas”

Solas being ‘burn, fire, conflagration’

‘A’ being ‘small’.

So, ‘One target player+’small’+’conflagration’. + strike (nask)

(I call) a small conflagration to strike that target.

Ice blast is ‘þeír a fu lannar’

Fu= shard

Lannar= freeze, ice

‘distant range’+’small’+’shard’+’freeze’

“(I call) a small shard of ice to freeze a distant target”

Admittedly, it isn’t the best language I’ve ever designed, but then it wasn’t intended for casual conversation.

On the other hand, now players who figure out how the language and which words mean what can create their own spells for use in the game!

The Wanderer (D&D 5e Class)

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.”
Class Levels
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
Class Features
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.
Sneak Attack
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.
Varied Study
At third, sixth, and 14th level respectively, you may take one of the second, fifth, and 13th-level feature of one other class.
Deflect Missiles
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.
Unarmored Movement
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.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Reliable Talent
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.
Fighting Blind
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.
Wanderer’s Luck
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
1st            1
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
Wanderer Cantrips
Blade Ward, Dancing Lights, Friends, Hex, Mending
Wanderer Rituals
1st Level
Alarm, Disguise Self, Grease, Jump, Longstrider, Purify Food and Drink, Message
2nd Level
Alter Self, Darkness, Darkvision, Silent Image
3rd Level
Daylight, Invisibility, Rope Trick, Water Walk
4th Level
Freedom of Movement, Nondetection, Tongues
5th Level
Animate Objects, Cure Wounds, Passwall, Polymorph
6th Level
Arcane Gate, Teleportation Circle