Wanderer, Variant (5e Class)
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Creating a Wanderer[edit]
- Quick Build
You can make a Wanderer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose whichever equipment options sound appealing to you.
Class Features
As a Wanderer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Wanderer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wanderer level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple, Martial
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Religion, and Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a longsword or (c) shortsword
- (a) Shortbow and 20 Arrows or (b) 10 darts
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Flow State Extra Damage | Flow state | Features |
---|---|---|---|---|
1st | +2 | 1d6 | 2 | Unarmored Defense, Flow State/focus |
2nd | +2 | 1d6 | 2 | Ki, Tunnel Vision |
3rd | +2 | 1d6 | 3 | Parry, Swordsmanship |
4th | +2 | 1d6 | 3 | Ability Score Improvement |
5th | +3 | 1d8 | 3 | Extra Attack |
6th | +3 | 1d8 | 4 | Enhanced Focus |
7th | +3 | 1d8 | 4 | Evasion, Call it a Hunch |
8th | +3 | 1d8 | 4 | Ability Score Improvement |
9th | +4 | 1d8 | 4 | Calculated Critical |
10th | +4 | 2d8 | 4 | Can't die Yet |
11th | +4 | 2d8 | 4 | Advanced Movement |
12th | +4 | 2d8 | 5 | Ability Score Improvement |
13th | +5 | 2d8 | 5 | — |
14th | +5 | 2d8 | 5 | Perfect Parry |
15th | +5 | 2d8 | 5 | Persistent Focus |
16th | +5 | 2d10 | 5 | Ability Score Improvement |
17th | +6 | 2d10 | 6 | — |
18th | +6 | 2d10 | 6 | Indomitable Speed |
19th | +6 | 3d10 | 6 | Ability Score Improvement |
20th | +6 | 3d10 | Unlimitied | Master Swordsman |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Flow state/ Focus[edit]
In the heat of battle, you lock in and focus intently on every move you make. Beginning at first level, on your turn you can enter flow state as a bonus action. While in your flow state, you gain the following benefits if you aren't wearing heavy armor or wielding a shield:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels in this class as shown in the Focus Damage column of the Wanderer table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can’t concentrate on them while focusing.
Your Flow state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your flow state on your turn as a bonus action.
Once you have focused the number of times shown for your class level in the column of the Wanderer table, you must finish a short rest before you can focus again.
Tunnel vision[edit]
Starting at 2nd level, you can throw aside all concern for defense zero in on an enemy. When you make your any attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks rolls using Dexterity, but attack rolls against you have advantage until your next turn.
Ki-points[edit]
Whether you’ve learned a bit from other ki warriors or subconsciously began using it in your fight style you now have access to this mystic energy. Your Wanderer level rounded down plus your wisdom is the number of ki points you have available. You can spend these points to fuel various ki features. You start knowing three such features: Double Strike, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
- Double Strike. You can spend 1 ki point to make one melee weapon strike as a bonus action.
- Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Swordsmanship[edit]
Starting at 3rd level, You can now use your dexterity modifier for your attacks and damage for any sword that doesn't have the heavy property. At the beginning of any combat, you start without any stance prepared. Depending on the stance you choose, your combat skills will gain advantages and disadvantages. To prepare or switch your stance, you must spend a bonus action. Additionally, you can maintain the same stance in subsequent turns without any cost, with the exception of the Iai stance.
- Rampart: While being in this stance, you have the ability to use your reaction when you or an ally within 5 ft are being targeted by an attack to add your proficiency bonus to the AC against this attack roll.
- Onslaught: While in this stance, you adopt an offensive pose. Each time you attack with your weapon, you gain +2 to your attack and damage roll. However, while using this stance, your movement speed is halved.
- Alacrity: This stance utilizes the stability of your body to achieve a perfect balance between offense and defense. While in this stance, your movement speed increases by 5ft x your Dexterity modifier.
- Iai stance
Iai swordsmen make lightning quick attacks unsheathing their swords from their scabbard as they strike. When you enter this stance as a bonus action you sheathe your weapon and your movement speed is reduced by 10. When you strike from your Iai stance, deal bonus damage equal to your Dexterity modifier, at 14th level double the bonus damage. This damage counts as weapon damage and is added in the calculation for critical strikes. After performing an Iai Strike your Iai weapon is unsheathed, and you must stow it again in order to perform another Iai strike. In order to stow your Iai weapon during combat, you must use a bonus action to enter the stance once more. If you use your reaction to attack or parry while in the Iai stance you can apply the effects of Iai strike to the damage of your first attack but will no longer be in the Iai stance.
Additionally, when you reach this ability at level 3 you gain two Techniques from the Sword Techniques below. Choose one more at level 6th, 10th, and 14th provided you meet the prerequisite for them.
Parry[edit]
At 3rd level, you can use your reaction to parry a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your Dexterity modifier + half your Wanderer level. If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction roll a d100.
- 1: you get disadvantage on your next attack roll and can’t use your parry ability for a d6 of rounds.
- 2-50: Nothing happens
- 51-99: make one melee attack against the creature you just parried
- 100: make two melee attacks against the creature you just parried.
If the attack was a ranged missile attack on a 51-99, you can redirect the missile at any creature that isn’t the one who shot the missile, forcing the attacker to reroll an attack against them instead. On a 100 you cleave the ammunition in half forcing the attacker to make a range weapon attack with advantage on two targets of your choice with a range of 60/120 from your position, adding your extra damage from your focus state to the damage.
At level 9, you can use your reaction to parry an attack and to put yourself in a defensive stance. In this stance, you can parry an additional attack. You still have to roll a d100 each time to see if you can attack a creature when you reduce an attack's damage to zero. This stance lasts until the beginning of your next turn. At level 15 you can deflect 2 additional attacks, 3 in total.
Ability Score Improvement[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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Enhanced Focus[edit]
At 6th level, you’ve adapted to using your ki during your flow state giving you a huge boost in your combat prowess. You now gain the following benefits when entering your flow state:
- Immediately when you enter flow state you can spend one ki point to gain resistance to magical: slashing, bludgeoning, and piercing.
- You can add your wisdom modifier an additional time to your armor class
- You can add your wisdom modifier to all of your saving throws
- You wrap your blade in your ki. The extra damage you do can now be any one damage type you choose from, Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Force, Psychic. Choose this damage type when you gain this feature, this damage type is a reflection of your inner self and cannot be changed later. Your attacks while in flow state count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. Additionally you can spend 2 ki points to wrap your melee weapon in your ki for up to a minute outside of flow state, granting you your extra damage from the column and overcoming magical resistances without having to go into your focus mode.
Call it a hunch[edit]
By 7th level, your instincts are so honed that you have advantage on Perception rolls. Also, you have advantage on Dexterity saving throws against effects that you cannot see, such as projectiles, traps and spells.
Evasion[edit]
At 7th 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.
Calculated Critical[edit]
Beginning at 9th level, your weapon attacks score a critical hit on a 19 or 20 and can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Can't die yet[edit]
Starting at 10th level, your flow state can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're in your flow state and don't die outright, you can make a DC 5 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Advanced Movement[edit]
Starting at 11th level, your speed increases by 10 feet while you aren't wearing Medium or heavy armor and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
As part of the bonus action you take to enter your flow state, you can move up to half your speed. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your flow state before doing anything else on that turn.
Perfect Parry[edit]
At 14th level You’ve developed a way to flow your ki in a manner capable of disrupting magic. When you are the target of a spell or inside an area of effect you can use a reaction for 4 ki points to send a slash of ki up to 100 ft imbued with the same damage type you choose for improved flow at 6th level towards the enemy who caused it. Make an attack roll against their save DC+ 5. If you fail you’re affected by the spell or area of effect as normal. If you succeed Apply the following as needed: Area of effect: Everyone in a 5ft straight line between you and the caster/source and every one in a 30 ft cone behind you don’t have to make the save and are safe in the pocket you cleaved for them. Additionally everyone in a 5ft straight line between you and the caster/source has to roll a dex saving throw vs your ki save dc. On a success they take no damage. On a fail they take 4d10 of The damage type you choose at level 6. Single target spell: You split the spell in half, pick two other creatures within 60 ft of you; they are affected by the spell instead as you deflect it towards them. If the spell does damage each of them take one half of the damage. Additionally everyone in a 5ft straight line between you and the caster/source has to roll a dex saving throw vs your ki save dc. On a success they take no damage. On a fail they take 4d10 of The damage type you choose at level 6.
Persistent Focus[edit]
Beginning at 15th level, your focus is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Speed[edit]
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total. You can only do this 4 times before needing a long rest
Master Swordsman[edit]
At 20th level, you’ve studied the blade long enough, few can match you. Your Dexterity and constitution scores increase by 4. Your maximum for those scores is now 24. When wrapped in your ki, your blade can now bypass immunities for magical slashing, piercing, and your ki damage type, treating it as resistance instead.
Sword Techniques[edit]
Ki sense-[edit]
- you can use 3 ki points to gain 30ft of Blind sense for 8 hours
Perfect Iai-[edit]
- At the start of your turn, you can choose to stow your weapon and be unable to use your action, and start to concentrate (as if concentrating on a spell). If you do so, on the start of your next turn using an action, or as an opportunity attack using your reaction, you may perform an Iaijutsu strike with advantage and double its damage.
Conceal Presence-[edit]
- For 2 ki points As an action, you become invisible until the beginning of your next turn, or until you make an attack, cast a spell, or use a technique. You cannot use this technique in two consecutive turns.
Dash Strike-[edit]
- For 2 ki points you dash forwards 30ft in a straight line as a melee attack action. Any creature along a 5ft wide line from where you start and end must make a dexterity save or take 4d8 weapon damage. When you use this technique you can pass through the space occupied by a creature and your movement does not provoke attacks of opportunity.
Void slash-[edit]
Prerequisite: lvl 6[edit]
- Whenever your blade is wrapped in ki,for 2 ki points you make a sweeping slash as an attack action. Any creature in a 15ft long cone originating from you must make a dexterity save. A creature takes 3d10 chosen ki damage on a failed save, or half as much on a successful one.
Iai Void slash-[edit]
Prerequisite: lvl 9[edit]
- Whenever your blade is wrapped in ki and you are in your Iai stance. For 4 ki points you charge up and focus your ki in your sheath. You then make a vertical slash with explosive force as an action. Any creature in a 60ft long line originating from you must make a dexterity save. A creature takes 8d10 chosen ki damage on a failed save, or half as much on a successful one.
Whirlwind strike-[edit]
Prerequisite lvl 9[edit]
- You flourish your weapon and then vanish to strike like the wind. Choose up to five creatures you can see within 60ft. Make a melee spell attack against each target. On a hit, a target takes 6d10 Chosen ki damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
High Speed movement-[edit]
- You can cast misty step for 2 ki points
Precision Blow-[edit]
Prerequisite: lvl 6[edit]
- You make a single, concussive strike with your sheathe or the hilt of your weapon as an attack action against a creature in range of your melee weapon, if you hit they suffer 5d8 bludgeoning damage and if they fail a constitution save they become stunned.
Dodge Counter[edit]
- Whenever a creature misses you with a melee attack you can use 1 ki point and your reaction to make one melee attack against the creature.
You can use this this feature with the same reaction you use in your rampart stance.
Disarming Dance-[edit]
- As an action, while wielding any weapon, you can move through the battlefield disarming your opponents. When using this feature, you can pass through the space occupied by a creature, and your movement doesn't provoke attacks of opportunity. Any creature on your path that is wielding a weapon makes a strength saving throw, if it fails it drops its weapon. You can use this feature twice, being unable to use it again until you complete a short or a long rest.
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into or out of the Wanderer class, you must meet these prerequisites: you must have both a Dexterity and Wisdom score of 13 or higher.
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple weapons, Martial weapons
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