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
|1||+1||+2||+0||+2||Armor of Faith, Domain, Sting of the Wanderer|
|3||+3||+3||+1||+3||Divine Swiftness +10ft|
|6||+6/+1||+5||+2||+5||Bonus feat, Edge of the Wanderer|
|7||+7/+2||+5||+2||+5||Divine Swiftness +10ft|
|11||+11/+6/+1||+7||+3||+7||Divine Swiftness +10ft|
|15||+15/+10/+5||+9||+5||+9||Divine Swiftness +10ft, Justice of the Wanderer|
|19||+19/+14/+9/+4||+11||+6||+11||Divine Swiftness +10ft|
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.
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.