{"name":"Wayfarer","overview":"","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your Constitution modifier per wayfarer level after 1st","armorproficiencies":"None","weaponproficiences":"Simple weapons","tools":"Navigator's tools","savingthrows":"Constitution, Charisma","skills":"Choose two from Animal Handling, Arcana, Athletics, History, Investigation, Persuasion, and Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[li](a) a component pouch or (b) an arcane focus[\/li]\r\n[li](a) a dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[li]A set of navigator's tools[\/li]\r\n[\/ul]\r\nAlternately, 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\r\nplanes, and channel its energy to cast wayfarer spells.\r\n[h4]Cantrips[\/h4]\r\nAt 1st level, you know two cantrips of your choice from the\r\nwayfarer spell list. You learn additional wayfarer cantrips of\r\nyour choice at higher levels, as shown in the Cantrips Known\r\ncolumn of the Wayfarer table.\r\n[h4]Preparing and Casting Spells[\/h4]\r\nThe Wayfarer table shows how many spell slots you have to\r\ncast your spells of 1st level and higher. To cast one of these\r\nspells, you must expend a slot of the spell's level or higher.\r\nYou regain all expended spell slots when you finish a long\r\nrest.\r\n\r\nYou prepare the list of wayfarer spells that are available for\r\nyou to cast, choosing from the wayfarer spell list. When you\r\ndo so, choose a number of wayfarer spells equal to your\r\nCharisma modifier + your wayfarer level (minimum of one\r\nspell). The spells must be of a level for which you have spell\r\nslots.\r\n\r\nFor example, if you are a 3rd-level wayfarer, you have four\r\n1st-level and two 2nd-level spell slots. With a Charisma of 16,\r\nyour list of prepared spells can include six spells of 1st or 2nd\r\nlevel, in any combination. If you prepare the 1st-level spell fog\r\ncloud, you can cast it using a 1st-level or 2nd-level slot.\r\nCasting the spell doesn't remove it from your list of prepared\r\nspells.\r\n\r\nYou can change your list of prepared spells when you finish\r\na long rest. Preparing a new list of wayfarer spells requires\r\ntime spent channeling aspects of different planes: at least 1\r\nminute per spell level for each spell on your list.\r\n[h4]Spellcasting Ability[\/h4]\r\nCharisma is your spellcasting ability for your wayfarer spells.\r\nYou use your Charisma whenever a wayfarer spell refers to\r\nyour spellcasting ability. In addition, you use your Charisma\r\nmodifier when setting the saving throw DC for a wayfarer\r\nspell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma\r\nmodifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your\r\nCharisma modifier\r\n[h4]Ritual Casting[\/h4]\r\nYou can cast a wayfarer spell as a ritual if that spell has the\r\nritual tag and you have the spell prepared.\r\n[h4]Spellcasting Focus[\/h4]\r\nYou can use an arcane focus as a spellcasting focus for your\r\nwayfarer spells.","features":"[h1]Landmark[\/h1]\r\nStarting at 1st level, you gain the ability to fix a location in\r\nyour mind, never deviating from it. As an action, you can focus\r\non a point that you can see. Most of the time, this will be a\r\npoint on a physical feature such as a tree or structure, but the\r\nlocation you focus on can be one that doesn't have a\r\ndiscernable difference from the area around it, such as a\r\npoint in the air or a spot in the middle of the ocean. If your\r\nlandmark is a location which is later destroyed (such as part\r\nof a tree which is cut down), the area it occupied still remains\r\nas a landmark to you. Your landmark is a fixed location in\r\nspace, not any object your landmark may be attached to.\r\n\r\nFrom then on, you can take an action to focus, at which\r\npoint you know the direction and approximate distance\r\nbetween yourself and the landmark. You must be on the same\r\nplane of existence as your landmark to take this action. If you\r\nattempt to learn another landmark, you must forget the one\r\nyou know.\r\n\r\nWhen you reach 10th level, you can have a separate\r\nlandmark on each plane of existence.\r\n[h1]Amicus[\/h1]\r\nStarting at 2nd level, you are bonded with a powerful entity\r\ncalled an amicus, a creature which is friendly towards you\r\nand seeks to keep you safe and help you accomplish your\r\ngoals. This creature is a manifestation of the pure planar\r\nenergy you channel. Your amicus can appear as almost\r\nanything, but typically appears as a type of creature you are\r\nfamiliar with, albeit with differences that set it apart from\r\nnormal creatures. An amicus does not need to eat or drink,\r\nalthough it does need to rest for at least 4 hours to gain the\r\nbenefits of a long rest. Each amicus has statistics that are\r\nunique to it (see Amicus Form, below).\r\n\r\nYour amicus acts independently of you, but it always obeys\r\nyour commands. In combat, it acts on your initiative, before\r\nor after your turn. On your turn, you can verbally command\r\nthe amicus where to move (no action required by you). You\r\ncan use your action to command it to take the Attack, Dash,\r\nDisengage, Dodge, or Help action, or any action granted by an\r\namicus power (see Amicus Points, below). If you fail to\r\ncommand your amicus, it takes the Dodge action.\r\n\r\nAs an action, you can temporarily dismiss your amicus. It\r\ndisappears into a pocket dimension where it awaits your\r\nsummons. As an action while it is temporarily dismissed, you\r\ncan cause it to reappear in any unoccupied space within 30\r\nfeet of you.\r\n\r\nIf you are killed, or if your amicus drops to 0 hit points, it\r\ndisappears, leaving behind no physical form. You can perform\r\na special ritual that takes 1 hour to complete to reform your\r\namicus from the planar energy that flows through you. When\r\nthe ritual is complete, your amicus appears in an unoccupied\r\nspace of your choice within 30 feet of you.\r\n\r\nWhile your amicus is within 120 feet of you, you can\r\ncommunicate with it telepathically.\r\n[h3]Amicus Form[\/h3]\r\nEach amicus is unique to the wayfarer with which it is\r\nbonded, and becomes more individual as they grow together.\r\nYour amicus is a creature of Medium size, has a speed of\r\n30 feet, and a proficency bonus equal to yours. The type of\r\ncreature your amicus is depends on what plane's energy flows\r\nthrough you (see Plane-touched, below). When you summon\r\nyour amicus for the first time, assign the following ability\r\nscores to its abilities: 16, 14, 13, 12, 10, and 8. Your amicus\r\nhas the following features.\r\n[h4]Hit Points[\/h4]\r\n[b]Hit Dice:[\/b] 1d8 per wayfarer level\r\n[b]Hit Points at 2nd Level:[\/b] 16 + double your amicus's\r\nConstitution modifier\r\n[b]Hit Points at Higher Levels:[\/b] 1d8 (or 5) + your amicus's\r\nConstitution modifier per wayfarer level after 2nd\r\n[h4]Proficiencies[\/h4]\r\n[b]Saving Throws:[\/b] Choose one from Dexterity, Constitution, or\r\nWisdom; and one from Strength, Intelligence, or Charisma\r\n[h3]Amicus Attack[\/h3]\r\nYour amicus is equiped to defend itself and attack your foes.\r\nIt can have up to three natural weapons, each of which must\r\ncorrespond to a physical feature and deals a type of physical\r\ndamage based on its description (see the Natural Weapon\r\nTypes table below for common examples, but you can also\r\nchoose a different type of natural weapon). Each natural\r\nweapon is a melee weapon with a reach of 5 feet that deals\r\n1d8 damage of its corresponding type on a hit. This damage\r\nincreases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th\r\nlevel (4d8).\r\n\r\nAmici are proficient with their natural weapons. Your\r\namicus can use Dexterity instead of Strength for the attack\r\nand damage rolls of its natural attacks. When your amicus\r\nmakes an attack with a natural weapon as part of the Attack\r\naction, it can choose one target within reach, or two targets\r\nwithin reach that are within 5 feet of each other.\r\n[table]\r\n[tr]\r\n[th]Natural Weapon Types[\/th]\r\n[th][\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td][b]Bludgeoning[\/b][\/td]\r\n[td][b]Piercing[\/b][\/td]\r\n[td][b]Slashing[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Fist[\/td]\r\n[td]Bite[\/td]\r\n[td]Beak[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hooves[\/td]\r\n[td]Horn (Gore)[\/td]\r\n[td]Claws[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Horn (Ram)[\/td]\r\n[td]Spines[\/td]\r\n[td]Rake[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pseudopod[\/td]\r\n[td]Stinger[\/td]\r\n[td]Tail (Whip)[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Amicus Points[\/h3]\r\nWhile many amici are based on animals that are familiar to\r\nthe wayfarer, each amicus is completely unique to the\r\nwayfarer it bonds with. At 2nd level, you have 2 amicus points\r\nwhich are used to grant your amicus special abilities. These\r\namicus powers are detailed at the end of the class\r\ndescription. When you gain certain wayfarer levels, you gain\r\nmore points to spend as you wish, as shown in the Amicus\r\nPoints column of the Wayfarer table.\r\n\r\nAdditionally, when you gain a level in this class, you can\r\nreassign any or all of the amicus points available to your\r\namicus.\r\n[h3]Amicus Ability[\/h3]\r\nSome of your amicus's powers require targets to make a\r\nsaving throw. Charisma is your amicus's ability for these\r\npowers, so it uses its Charisma whenever an ability refers to\r\nits amicus power ability. In addition, it uses its Charisma\r\nmodifier when setting the saving throw DC for an amicus\r\npower.\r\n[right][b]Amicus save DC[\/b] = 8 + your amicus's proficiency bonus +[\/right][right]your amicus's Charisma modifier[\/right][h1]Plane-touched[\/h1]\r\nAt 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.\r\n[h1]Spirit Link[\/h1]\r\nStarting at 3rd level, whenever your amicus would be reduced\r\nto 0 hit points while it is within 120 feet of you, you can use\r\nyour reaction to spend a number of Hit Dice up to your\r\nproficiency bonus. Roll these dice and add your Constitution\r\nmodifier to each roll as normal. Your amicus regains a\r\nnumber of hit points equal to the total rolled.\r\nAdditionally, as an action, you can see through your\r\namicus's eyes and hear what it hears until the start of your\r\nnext turn, gaining the benefits of any special senses that the\r\namicus has. During this time, you are deaf and blind with\r\nregard to your own senses. You can only take this action if\r\nyou and your amicus are on the same plane of existence.\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one of your (or your amicus's)\r\nability scores by 2, or you can increase two of your (or your\r\namicus's) ability scores by 1. You can also increase one of\r\nyour ability scores by 1 and one of your amicus's ability\r\nscores by 1. As normal, you can't increase an ability score\r\nabove 20 using this feature.\r\n[h1]Quick Shift[\/h1]\r\nStarting at 5th level, if you are within 120 feet of your amicus,\r\nyou can use a bonus action to trade places with it. You and\r\nyour amicus instantly teleport to take the place of the other.\r\n[h1]Soul Strike[\/h1]\r\nBeginning at 6th level, your amicus's attacks count as magical\r\nfor the purpose of overcoming resistance and immunity to\r\nnonmagical attacks and damage.\r\n[h1]Multiversal Traveler[\/h1]\r\nStarting at 14th level, you and other creatures of your choice\r\ncan instantly travel to your chosen plane, or back to the\r\nMaterial Plane. This ability works as the teleport spell, except\r\nas noted here.\r\nYou can choose a number of willing creatures equal to 1 +\r\nyour Charisma modifier that are within 30 feet of you as the\r\ntargets of the spell. The destination cannot be on the same\r\nplane of existence as you. If you are on the Material Plane,\r\nyou must choose a location on the plane you chose for your\r\nPlane-touched feature. If you are on your chosen plane, you\r\nmust choose a location on the Material Plane.\r\nYou can use this ability once, and regain the ability to do so\r\nwhen you finish a long rest.\r\n[h1]Planar Essence[\/h1]\r\nBeginning at 14th level, you can take an action to\r\nconcentrate. If you do, you know if there are any portals,\r\ngates, or entrances to another plane or dimension within 120\r\nfeet of you. Similarly, you know if one of these entrances or\r\nportals has existed within 120 feet of your location within the\r\nlast 24 hours, or whether there is an object within 120 feet of\r\nyou that has been on another plane within the last 24 hours.\r\nYou can pinpoint the location of each of these effects, but do\r\nnot know what is causing the effect until you find it.\r\n[h1]Verum Domum[\/h1]\r\nStarting at 20th level, you feel truly at home on your chosen\r\nplane. While you are on the plane you chose as part of your\r\nPlane-touched feature, you can't be surprised and have\r\nadvantage on attack rolls, ability checks, and saving throws.\r\nAdditionally, other creatures have disadvantage on attack\r\nrolls against you.","subclasses":"[hr]\r\n[h3]Plane-Touched[\/h3]\r\nWhile wayfarers learn to travel the planes and become\r\ncomfortable no matter where they are, each wayfarer feels a\r\nspecial bond to a certain plane over any other. This plane\r\nchannels its power through the wayfarer, and is the source of\r\ntheir abilities as well as the home plane of their amicus.\r\n[hr]\r\n[h1]@[Abyss-Touched](article:174f54bb-2081-4826-803f-aec6588bcf52)[\/h1]\r\nThe Abyss is comprised of a multitude of layers, each\r\nseeming to crumble and decay worse than the layers that\r\ncame before it. To most, the Abyss is an inhospitable\r\nwasteland, endlessly spiraling down into oblivion.\r\n\r\n[hr]\r\n[h1]@[Arborea-Touched](article:af930c63-f758-4780-9c7e-6762b3765174)[\/h1]\r\nArborea is a land of unchecked emotion. Rage, humility, joy,\r\nand grief are all celebrated and experienced equally, and\r\nthose who begin to channel this plane find that they feel their\r\nemotions more powerfully, and have a zest for life that is\r\nunmatched by others.\r\n\r\n[hr]\r\n[h1]@[Beastlands-Touched](article:866b5322-fa21-4247-9f07-d50648ea06d0)[\/h1]\r\nThe Beastlands speak to the wild nature of the animal within\r\nall creatures. Warfarers who channel this plane find\r\nthemselves not less intelligent, but more primal and\r\nanimalistic in their dealings with other creatures.\r\n\r\n[hr]\r\n[h1]@[Elemental Chaos-touched](article:5c7ebbff-b930-428c-8229-e56af42fef5f)[\/h1]\r\nThe Elemental Chaos is wild and untamed, a plane that\r\nbecomes more alien and strange the further one moves away\r\nfrom its anchors near the Material Plane. Those warfarers\r\nwho channel the elemental chaos find their bodies changing\r\nas well, with the ability to call upon the elements for aid.\r\n\r\n[hr]\r\n[h1]@[Elysium-Touched](article:b5e4b633-5b87-4e6c-ba0a-99f18340e5b7)[\/h1]\r\nElysium is known as the plane of utmost compassion and\r\nkindness. It is a welcome home to all travelers, and those\r\nwarfarers who channel it are often the most altruistic and\r\nkind.\r\n\r\n[hr]\r\n[h1]@[Feywild-Touched](article:43843bda-91ea-4c26-be19-4a0c5703c9e0)[\/h1]\r\nThe Feywild is a place of twinkling lights, soft music which\r\nalways seems to be playing from just over the horizon, and\r\ndark secrets. The familiar vistas of blinking lightning bugs\r\nand the soft buzz of nature may lull some into a false sense of\r\nsecurity, but to those who know its secrets, the Feywild can\r\nbe a dark and dangerous place.\r\n\r\n[hr]\r\n[h1]@[Mechanus-Touched](article:e3de8485-3254-4bc5-b473-ce7e65fd06b7)[\/h1]\r\nMostly populated by clockwork constructs, Mechanus is\r\ncomprised of many gears and cogs all working in concert,\r\ngrinding towards the solution to some impossible problem.\r\nMechanus embodies absolute order.\r\n\r\n[hr]\r\n[h1]@[Shadowfell-Touched](article:c68bbdfa-2568-4e29-9352-bde8c2618922)[\/h1]\r\nThe Plane of Shadow is known as a bleak and depressing\r\nplace. Those who have been there describe it as a place with\r\nlittle color, with a pitch night sky which persists at all times,\r\ndevoid of sunlight and stars.\r\n\r\n","tabledata":"","tags":"Class","templateId":"25","blockId":"509992","world":"5f6f92f6-d12b-4dad-9ea7-eabcd38bb19c","folder":"","isShared":"on"}