Wanderers are holy travellers, going from place to place in a journey that lasts for a lifetime. They are usually well liked by the people they meet, since they always have a story or a curious trinket from a distant land they share willingly. The journey itself is how they worship their gods, with Fharlanghn followers usually exploring all of civilization and Ehlonna followers preferring uncharted lands.


  • Hit Die: d8
  • Alignment: Any
  • Abilities: The Wanderer uses Wisdom for spellcasting.
  • Spells per day: As Wizard (Core Rules).
  • Spell Progression: As Wizard (Core Rules).
  • Spell list: Miracles of Travel.
  • Weapon Proficiencies: Simple weapons and favored weapon of aligned deity.
  • Armor Proficiencies: Shields (not tower shields).
  • The Wanderer casts spells spontaneously.
  • Skill points at 1st Level: 6 + Int modifier
  • Skill Points at Each Additional Level: 6 + Int modifier

Progression Table

Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Armor of Faith, Domain, Sting of the Wanderer
2 +2 +3 +0 +3 Bonus feat
3 +3 +3 +1 +3 Divine Swiftness +10ft
4 +4 +4 +1 +4 Bonus feat
5 +5 +4 +1 +4
6 +6/+1 +5 +2 +5 Bonus feat, Edge of the Wanderer
7 +7/+2 +5 +2 +5 Divine Swiftness +10ft
8 +8/+3 +6 +2 +6 Bonus feat
9 +9/+4 +6 +3 +6
10 +10/+5 +7 +3 +7 Bonus feat
11 +11/+6/+1 +7 +3 +7 Divine Swiftness +10ft
12 +12/+7/+2 +8 +4 +8
13 +13/+8/+3 +8 +4 +8
14 +14/+9/+4 +9 +4 +9
15 +15/+10/+5 +9 +5 +9 Divine Swiftness +10ft, Justice of the Wanderer
16 +16/+11/+6+1 +10 +5 +10
17 +17/+12/+7/+2 +10 +5 +10
18 +18/+13/+8/+3 +11 +6 +11
19 +19/+14/+9/+4 +11 +6 +11 Divine Swiftness +10ft
20 +20/+15/+10/+5 +12 +6 +12

Special Features

At first level, a Wanderer knows all 0th first level miracles of Travel, and a number of first level miracles equal to 4 + Wisdom modifier. When gaining a level, the Wanderer may learn 2 new miracles.


A Wanderer is granted one domain at first level and can choose among the following domains, depending on which god they align most strongly with:

  • Ehlonna: Liberation or Luck domain.
  • Fharlanghn: Travel domain, with the following changes in the spell list: 3rd-Tiny Hut, 5th-Passwall, 7th-Legend Lore.

Armor of Faith

A Wanderer gains an armor bonus equal to his Wisdom modifier as long as he is not wearing armor. This bonus increases by +1 for every fourth Wanderer level, to a max of +5 at level 20.

Divine Swiftness

At third level, and every fourth level thereafter, the Wanderer gains a +10ft bonus to his base movement speed.

Sting of the Wanderer

When the wanderer gains this ability he gains 1 extra damage per level to his attack if he have moved more than 5 feet that round. So at level 1 the wanderer will get+1 damage if he moved more than 5 ft. in the same round, while at level 18 he will get +18 damage. This ability only works with swords or bows.

Edge of the Wanderer

At level 6 the wanderer gains the ability to strike with great precision after moving more than 5 ft. If the wanderer moves more than 5fh in a round he gains +1 crit treat chance whit his weapon. So a long sword with a normal treat of 19-20 would become 18-20. This treat increases every 6th levels above 6, so at 12 it’s +2 and at 18 it’s +3. This stacks whit the improved critical strike feat. This ability only works with swords and bows.

Justice of the Wanderer

At lev 15 a wanderer can deliver swift and deadly strikes to his enemies. When the wanderer gains this ability he gets +1 critical multiplier for his weapon if the wanderer moves more than 5 feet that round. Example is that he will deal x3 damage whit a longsword if it’s a critical strike. This ability only works with swords and bows.

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