Wayfarer (5e Subclass)

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Wayfarer[edit]

Ranger Subclass

The great, expansive sea is one of the most terrifying places in existence. On every plane, the Big Blue is something almost all creatures fear deep in their hearts. However, the Wayfarers have made such a horrific place their home. To them, the sea is an endless world of possibility and plunder. The Wayfarer is smart, cunning, and charismatic. Always being able to find their way in the unknown, and talk their way out of less than fortunate circumstances.

Wayfarer Magic

Starting at 3rd level, you learn the Shape Water cantrip if you do not already know it.

You also learn an additional spell when you reach certain levels in this class, as shown in the Wayfarer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Wayfarer Spells
Ranger Level Spells
3rd Create or Destroy Water
5th Misty Step
9th Tidal Wave
13th Control Water
17th Maelstrom
Privateer's Private Arms

At 3rd level, you have gained access to a marshal's private stock of weapons and training. You gain proficiency with firearms. Once on each of your turns, when you hit with a weapon attack, you can magically augment your attack in one of the following ways:

  • The attack's target takes an additional 1d8 force damage.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • All creatures within 5ft of the attack's target must succeed a Dexterity saving throw against your spell save DC or take the base weapon damage. You do not add your ability modifier to this damage.
Scallywag

At 7th level, your skill in parlay and plundering becomes unrivaled. You have advantage on Charisma checks used to negotiate the exchange of hostages and treasure.

Sea Dog

Also at 7th level, your body becomes accustomed to being at sea for incredible lengths of time. You gain the following benefits:

  • You have resistance to cold damage.
  • You can hold your breath indefinitely while you’re not incapacitated.
  • You can go twice as long without food or water.
Veteran's Volatile Assault

At 11th level, you gain access to secret maneuvers that enhance your attacks to that of military levels. Your Private Arms training improves in the following ways:

  • The damage of Private Arms increases to 2d8.
  • If a creature fails its saving throw against being knocked prone by the Private Arms, you can also cause the attack to reduce the creature's speed to 0 until the end of their next turn
  • If a creature fails its saving throw against the additional AOE damage of Private Arms, you can now add your ability modifier to the damage.
Nautical Sovereign

At 15th level, your experience and capabilities at sea are unmatched, granting you the following benefits:

  • You cannot get lost, even by magical means.
  • You cannot be moved against your will while conscious.
  • You learn Legend Lore. It does not count against the maximum number of Ranger spells you know and is a Ranger spell for you. You can cast it once without expending a spell slot per long rest.
  • As an action, you can rally your comrades for adventure and fortune. When you do so, choose a number of creatures up to your proficiency bonus within 30ft of you. The chosen creatures add an extra 1d8 to their next attack roll, ability check, saving throw, and damage roll within the next minute. You cannot rally creatures like this again until you finish a long rest.
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