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School of the Wanderer (3pp)

In times and places where there’s no written knowledge, the world itself is an open book. Wizards who follow the School of the Wanderers are renowned travelers, adept socializers, and connoisseurs of arcane mysteries. As all the Nine Worlds are suffused with power, the Wanderers learn to use it as a conduit for their magical might and a as font of arcane wisdom.

Through the Heart

Your experience in discovering the world extends to your fellow men. With just a few words, you are able to understand the needs of your interlocutors.

Starting at 2nd level, during a conversation lasting longer than 1 minute you can attempt a Wisdom (Insight) check opposed by a Charisma (Deception or Persuasion) check, as chosen by the target. If you succeed, you know exactly what the target currently desires the most. This feature does not work on creatures immune to the Charmed condition.

Through the Earth

As you gradually uncover the secrets of magic, you learn to instill power into your surroundings.

If you cast a spell of 1st level or higher with a range of touch or expressed in ft., you can decide to channel it through the surrounding. Choose one point in a space that you can see within 15 ft. of you, it becomes the origin point of the spell and you calculate line of effect from that point instead of your actual position.

Once you use this feature, you cannot cast spells except cantrips until the end of your next turn.

Knowledge of the World

You have traveled far and accomplished many things, adaptability has become your ally.

Starting at 6th level, at the end of a long rest, you can recall the actions of countless people you have met before and learn from your memories. Choose two specific skills, weapons or sets of tools. You gain proficiency with them until the end of your next long rest. For example, you can gain proficiency in Deception and the longsword, or learn to use alchemist’s tools and carpenter’s tools.

World of Knowledge

Magic shapes worlds just as they shape magic. By tapping into raw arcane power, you discover new forms of incantations.

Starting at 6th level, as an action, you can forget one prepared spell of 2nd level or higher. If you do, the GM chooses two wizard spells whose level is one lower than the one you have forgotten and that you don’t know. You pick one and it becomes prepared for you for the following 8 hours.

The spell is not memorized for you and it does not appear in your spellbook; as such, you cannot transcribe it into your spellbook or create a spell scroll of it. You have just enough instinctual understanding of the spell to cast it.

You can use this feature up to three times, but you must wait at least 1 minute between each use. Once you consumed your uses, you cannot use this feature until the end of your next long rest.

Every time you use this feature, you cannot cast spells except cantrips until the end of your next turn.

First Impressions

Starting at 10th level, you have advantage on the first ability check made when socially interacting with someone you’ve never met before. This feature does not work on creatures immune to the Charmed condition.

Lingering Magic

Starting at 10th level, as a reaction made when one or more targets within 45 ft of you receive 10 or more points of energy damage, you tap into residual energy.

Until the end of your next turn, any spell you cast that deals that damage or include that type of energy among its effects is considered cast using a slot 1 level higher than usual.

After casting a spell empowered this way, you cannot cast spells except cantrips until the end of your next turn.

Make Connections

Starting at 14th level, when you converse for at least 10 minutes with a creature you can see, you can magically strengthen or remove the memory of you from its mind. The creature makes a Charisma saving throw against your Spellcasting DC. On a failed save, you decide if the creature forgets you the moment he doesn’t see you anymore, or if he can perfectly recall your look, appearance and what you have talked about. On a successful save, the creature is immune to this feature for a month.

This feature does not work on creatures immune to the Charmed condition.

Shared Connections

Starting at 14th level, if the target of one of your spells fails a saving throw against it, you can also sever their connection with magic. The target cannot cast spells, benefit from magic items and any magical attack they have is considered nonmagical. These effects last until the end of his next turn.

You can use this feature three times between long rests.

Once you use this feature, you cannot cast spells except cantrips until the end of your next turn.

Spellbooks without Literature

As you can imagine, there is a noticeable level of discrepancy in using the Wizard class in a setting with no common writing. How could you resolve that?

This is definitely up to you and your GM, but here are some ideas.

  • You craft runes. You have some rudimentary knowledge of runes, not enough to channel power through them, but enough to combine them into strings of power that you record on slabs of bark, weave into a mantle, or carve into your staff. By reading the runes, you gain a minuscule whiff of their power.
  • You draw your spells. You create elaborate representations of the effect of the spell, and this helps you remember all the gestures and words you need to cast them.
  • You create fetishes. For every spell you know, you craft a little totem made by stones, feathers, blood (usually your own) and other significant components. Only you can properly understand such totems, and you carry them inside a “sage satchel” for when you need them.
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Journey To Ragnarokis © Michele Paroli 2018