Wandering Mage

In pursuit of knowledge, some wizards dedicate themselves wholly to traveling. As such, they do not have the luxuries other wizards take for granted in their vaunted magic schools and lofty towers. While these wizards rarely have formal training from a wizarding school or similar institution, they often have learned their knowledge of magic from a variety of mentors they have met along their journey. Though these wizards can be regarded as lesser by formally trained arcanists, there are many secret that can be unlocked through observation in traveling that would otherwise be hidden to those lost in studious doctrine.

These wizards that do not carry the title of their profession are often known as itinerant arcanists or wanders. These wanderers drink in the mysteries of the world and learn a diverse range of magics to allow them to survive.

Wanderer’s Versatility

Starting when you choose this archetype at 2nd level, your travels have opened your eyes to the secrets of many facets of magic. You learn one cantrip and add a spell of 1st level to your spellbook for free from any classes’ spell list. These count as wizard spells for you.

At 6th level, you may learn an additional spell of 1st or 2nd level, and at 14th level you may learn a further spell of 1st, 2nd, or 3rd level.

Worldly Perspectives

At 2nd level, you’ve developed a broad range of knowledge throughout your travels. Choose either two languages or one skill from those available to your class. You gain proficiency in your chosen skill or learn to speak, read, and write your chosen languages.

Traveler’s Rest

Starting at 6th level, your transient lifestyle has necessitated that your magic takes new form to provide you with the space to continue your learning.

You may perform a 10-minute ritual, touching an area of a surface at least 5 feet wide by 7 feet tall, to create a door. The door is made of the same material surface it was created with and has a handle, a lock, and a small window which allows one to see in and out of the room behind the door. On the door, a light source creates 5 feet of bright light and a further 5 feet of dim light from the doorway. The doorway leads to a well-lit room that is a 20-foot cube containing a bed, desk, chair, and dresser. These original contents cannot be removed and always appear clean and well-worn.

The room is otherwise decorated as you wish with illusions, typically depicting furnishings such as a crackling fire or fine tapestries.

Your wayside rest has additional features for your protection. The door is always under the effect of the alarm spell. While inside you can’t be targeted by divination magic, and creatures can’t use teleportation or planar travel to enter the space.

Should an uninvited creature try to gain entry, the DC of any ability check made to do so is equal to your spell save DC.

The door remains for 24 hours after the ritual is complete, after which it vanishes, leaving the surface it was on unmarked. You may dismiss the door with an action if you are touching it. Any creature and any objects other than the original furnishings left inside the room when the door vanishes are shunted to the nearest unoccupied space outside the door.

If you take a long rest inside the room created by this ritual, when you finish resting you can choose to extend the ritual’s duration by 24 hours. However, once the ritual ends, you must wait three days before you can perform it again, and it must be in a location at least five miles away.

Learned adaptability

At 10th level, you’ve learned to quickly adapt your magical focus. When you cast a spell of 1st level or higher, you can remove that spell from your list of prepared spells, and prepare a different spell you know in its place of a level equal to or lower than the level of the spell you just cast. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of this ability when you complete a long rest.

Wayfinding

At 14th level, your wanderlust has manifested in the ability to locate the next stop on your never-ending journey. You may perform a one-hour ritual to divine your next destination. During this ritual, you say the name of a place, object, or creature and if it is on the same plane of existence as you, you find out the direction it is in and how many weeks of travel away from you it is, assuming a normal pace of travel.

If it is not on the same plane as you, then you find out which plane it is on unless it is on a demiplane.

Alternatively, if you name something more general such as a creature or object, then you know the location of the closest thing that fits that description.

This ritual can only be performed once every ten days.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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