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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.

Abyss-Touched

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-Touched

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.  

Beastlands-Touched

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.  

Elemental Chaos-touched

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-Touched

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.  

Feywild-Touched

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.  

Mechanus-Touched

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.  

Shadowfell-Touched

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.  
 


Created by

That.One.Guy.

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