Wayfarer
Hit Points
Hit Dice: d6 per Wayfarer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wayfarer level after 1st
Proficiences
Armor: None
Weapons: Simple weapons
Tools: Navigator's tools
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Arcana, Athletics, History, Investigation, Persuasion, and Survival
Class Features
Landmark
Starting at 1st level, you gain the ability to fix a location in
your mind, never deviating from it. As an action, you can focus
on a point that you can see. Most of the time, this will be a
point on a physical feature such as a tree or structure, but the
location you focus on can be one that doesn't have a
discernable difference from the area around it, such as a
point in the air or a spot in the middle of the ocean. If your
landmark is a location which is later destroyed (such as part
of a tree which is cut down), the area it occupied still remains
as a landmark to you. Your landmark is a fixed location in
space, not any object your landmark may be attached to.
From then on, you can take an action to focus, at which
point you know the direction and approximate distance
between yourself and the landmark. You must be on the same
plane of existence as your landmark to take this action. If you
attempt to learn another landmark, you must forget the one
you know.
When you reach 10th level, you can have a separate
landmark on each plane of existence.
Amicus
Starting at 2nd level, you are bonded with a powerful entity
called an amicus, a creature which is friendly towards you
and seeks to keep you safe and help you accomplish your
goals. This creature is a manifestation of the pure planar
energy you channel. Your amicus can appear as almost
anything, but typically appears as a type of creature you are
familiar with, albeit with differences that set it apart from
normal creatures. An amicus does not need to eat or drink,
although it does need to rest for at least 4 hours to gain the
benefits of a long rest. Each amicus has statistics that are
unique to it (see Amicus Form, below).
Your amicus acts independently of you, but it always obeys
your commands. In combat, it acts on your initiative, before
or after your turn. On your turn, you can verbally command
the amicus where to move (no action required by you). You
can use your action to command it to take the Attack, Dash,
Disengage, Dodge, or Help action, or any action granted by an
amicus power (see Amicus Points, below). If you fail to
command your amicus, it takes the Dodge action.
As an action, you can temporarily dismiss your amicus. It
disappears into a pocket dimension where it awaits your
summons. As an action while it is temporarily dismissed, you
can cause it to reappear in any unoccupied space within 30
feet of you.
If you are killed, or if your amicus drops to 0 hit points, it
disappears, leaving behind no physical form. You can perform
a special ritual that takes 1 hour to complete to reform your
amicus from the planar energy that flows through you. When
the ritual is complete, your amicus appears in an unoccupied
space of your choice within 30 feet of you.
While your amicus is within 120 feet of you, you can
communicate with it telepathically.
Amicus Form
Each amicus is unique to the wayfarer with which it is
bonded, and becomes more individual as they grow together.
Your amicus is a creature of Medium size, has a speed of
30 feet, and a proficency bonus equal to yours. The type of
creature your amicus is depends on what plane's energy flows
through you (see Plane-touched, below). When you summon
your amicus for the first time, assign the following ability
scores to its abilities: 16, 14, 13, 12, 10, and 8. Your amicus
has the following features.
Hit Points
Hit Dice: 1d8 per wayfarer level
Hit Points at 2nd Level: 16 + double your amicus's
Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your amicus's
Constitution modifier per wayfarer level after 2nd
Proficiencies
Saving Throws: Choose one from Dexterity, Constitution, or
Wisdom; and one from Strength, Intelligence, or Charisma
Amicus Attack
Your amicus is equiped to defend itself and attack your foes.
It can have up to three natural weapons, each of which must
correspond to a physical feature and deals a type of physical
damage based on its description (see the Natural Weapon
Types table below for common examples, but you can also
choose a different type of natural weapon). Each natural
weapon is a melee weapon with a reach of 5 feet that deals
1d8 damage of its corresponding type on a hit. This damage
increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Amici are proficient with their natural weapons. Your
amicus can use Dexterity instead of Strength for the attack
and damage rolls of its natural attacks. When your amicus
makes an attack with a natural weapon as part of the Attack
action, it can choose one target within reach, or two targets
within reach that are within 5 feet of each other.
Natural Weapon Types |
|
|
Bludgeoning |
Piercing |
Slashing |
Fist |
Bite |
Beak |
Hooves |
Horn (Gore) |
Claws |
Horn (Ram) |
Spines |
Rake |
Pseudopod |
Stinger |
Tail (Whip) |
Amicus Points
While many amici are based on animals that are familiar to
the wayfarer, each amicus is completely unique to the
wayfarer it bonds with. At 2nd level, you have 2 amicus points
which are used to grant your amicus special abilities. These
amicus powers are detailed at the end of the class
description. When you gain certain wayfarer levels, you gain
more points to spend as you wish, as shown in the Amicus
Points column of the Wayfarer table.
Additionally, when you gain a level in this class, you can
reassign any or all of the amicus points available to your
amicus.
Amicus Ability
Some of your amicus's powers require targets to make a
saving throw. Charisma is your amicus's ability for these
powers, so it uses its Charisma whenever an ability refers to
its amicus power ability. In addition, it uses its Charisma
modifier when setting the saving throw DC for an amicus
power.
Amicus save DC = 8 + your amicus's proficiency bonus +
your amicus's Charisma modifier
Plane-touched
At 2nd level, your soul is bonded to a plane, which is expressed for each wayfarer in different ways. Choose a plane of existence: the Abyss, Arborea, the Beastlands, the Elemental Chaos, Elysium, the Feywild, Mechanus, or the Shadowfell. Your choice grants you features at 2nd level and again at 6th, 10th, and 18th level.
Spirit Link
Starting at 3rd level, whenever your amicus would be reduced
to 0 hit points while it is within 120 feet of you, you can use
your reaction to spend a number of Hit Dice up to your
proficiency bonus. Roll these dice and add your Constitution
modifier to each roll as normal. Your amicus regains a
number of hit points equal to the total rolled.
Additionally, as an action, you can see through your
amicus's eyes and hear what it hears until the start of your
next turn, gaining the benefits of any special senses that the
amicus has. During this time, you are deaf and blind with
regard to your own senses. You can only take this action if
you and your amicus are on the same plane of existence.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one of your (or your amicus's)
ability scores by 2, or you can increase two of your (or your
amicus's) ability scores by 1. You can also increase one of
your ability scores by 1 and one of your amicus's ability
scores by 1. As normal, you can't increase an ability score
above 20 using this feature.
Quick Shift
Starting at 5th level, if you are within 120 feet of your amicus,
you can use a bonus action to trade places with it. You and
your amicus instantly teleport to take the place of the other.
Soul Strike
Beginning at 6th level, your amicus's attacks count as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Multiversal Traveler
Starting at 14th level, you and other creatures of your choice
can instantly travel to your chosen plane, or back to the
Material Plane. This ability works as the teleport spell, except
as noted here.
You can choose a number of willing creatures equal to 1 +
your Charisma modifier that are within 30 feet of you as the
targets of the spell. The destination cannot be on the same
plane of existence as you. If you are on the Material Plane,
you must choose a location on the plane you chose for your
Plane-touched feature. If you are on your chosen plane, you
must choose a location on the Material Plane.
You can use this ability once, and regain the ability to do so
when you finish a long rest.
Planar Essence
Beginning at 14th level, you can take an action to
concentrate. If you do, you know if there are any portals,
gates, or entrances to another plane or dimension within 120
feet of you. Similarly, you know if one of these entrances or
portals has existed within 120 feet of your location within the
last 24 hours, or whether there is an object within 120 feet of
you that has been on another plane within the last 24 hours.
You can pinpoint the location of each of these effects, but do
not know what is causing the effect until you find it.
Verum Domum
Starting at 20th level, you feel truly at home on your chosen
plane. While you are on the plane you chose as part of your
Plane-touched feature, you can't be surprised and have
advantage on attack rolls, ability checks, and saving throws.
Additionally, other creatures have disadvantage on attack
rolls against you.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- A set of navigator's tools
Alternately, you can purchase your own starting equipment. At 1st level, a wayfarer begins with 4d4 x 10 gp.
Spellcasting
You act as a conduit for the magical river that flows between
planes, and channel its energy to cast wayfarer spells.
Cantrips
At 1st level, you know two cantrips of your choice from the
wayfarer spell list. You learn additional wayfarer cantrips of
your choice at higher levels, as shown in the Cantrips Known
column of the Wayfarer table.
Preparing and Casting Spells
The Wayfarer table shows how many spell slots you have to
cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long
rest.
You prepare the list of wayfarer spells that are available for
you to cast, choosing from the wayfarer spell list. When you
do so, choose a number of wayfarer spells equal to your
Charisma modifier + your wayfarer level (minimum of one
spell). The spells must be of a level for which you have spell
slots.
For example, if you are a 3rd-level wayfarer, you have four
1st-level and two 2nd-level spell slots. With a Charisma of 16,
your list of prepared spells can include six spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell fog
cloud, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn't remove it from your list of prepared
spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of wayfarer spells requires
time spent channeling aspects of different planes: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your wayfarer spells.
You use your Charisma whenever a wayfarer spell refers to
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a wayfarer
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ritual Casting
You can cast a wayfarer spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
wayfarer spells.
Subclass Options
Plane-Touched
While wayfarers learn to travel the planes and become
comfortable no matter where they are, each wayfarer feels a
special bond to a certain plane over any other. This plane
channels its power through the wayfarer, and is the source of
their abilities as well as the home plane of their amicus.
The Abyss is comprised of a multitude of layers, each
seeming to crumble and decay worse than the layers that
came before it. To most, the Abyss is an inhospitable
wasteland, endlessly spiraling down into oblivion.
Arborea is a land of unchecked emotion. Rage, humility, joy,
and grief are all celebrated and experienced equally, and
those who begin to channel this plane find that they feel their
emotions more powerfully, and have a zest for life that is
unmatched by others.
The Beastlands speak to the wild nature of the animal within
all creatures. Warfarers who channel this plane find
themselves not less intelligent, but more primal and
animalistic in their dealings with other creatures.
The Elemental Chaos is wild and untamed, a plane that
becomes more alien and strange the further one moves away
from its anchors near the Material Plane. Those warfarers
who channel the elemental chaos find their bodies changing
as well, with the ability to call upon the elements for aid.
Elysium is known as the plane of utmost compassion and
kindness. It is a welcome home to all travelers, and those
warfarers who channel it are often the most altruistic and
kind.
The Feywild is a place of twinkling lights, soft music which
always seems to be playing from just over the horizon, and
dark secrets. The familiar vistas of blinking lightning bugs
and the soft buzz of nature may lull some into a false sense of
security, but to those who know its secrets, the Feywild can
be a dark and dangerous place.
Mostly populated by clockwork constructs, Mechanus is
comprised of many gears and cogs all working in concert,
grinding towards the solution to some impossible problem.
Mechanus embodies absolute order.
The Plane of Shadow is known as a bleak and depressing
place. Those who have been there describe it as a place with
little color, with a pitch night sky which persists at all times,
devoid of sunlight and stars.