JNAProductions
2018-06-26, 03:50 PM
Tenets Of A Wanderer
Explore Far And Wide. A Wanderer should travel to the ends of the earth and beyond.
Never Stop. Never resting, a Wanderer should always be on the lookout for new experiences, new places, new things.
Guide Others. One should help others follow the same path-never forcing them, but leading them to a new and better life.
Oath Spells
3rd
Longstrider, Jump
5th
Misty Step, Knock
9th
Fly, Water Breathing
13th
Dimension Door, Freedom Of Movement
17th
Teleportation Circle, Passwall
Channel Divinity
At level three, you gain the following two Channel Divinity options.
Don't Stop Me Now! As a reaction, you can use this Channel Divinity to reroll a failed save, if the save would paralyze you, stun you, restrain you, reduce your movement speed, or in any other way stop you from being able to move fully.
Grace And Alacrity. As an action, you can cause up to ten people (including yourself, if you choose to) to gain advantage on ability checks pertaining to movement for ten minutes, such as any checks made to climb, checks made to balance, checks made to continue running for extended periods, and other such things.
Aura Of Speed
At seventh level, your wandering soul grants you and your allies supernatural speed. You and all friendly creatures that start their turn within 10' of you gain a 10' increase to their movement speed for their turn, and may Dash as a bonus action.
At eighteenth level, the range of this aura expands to 30'.
Everfree
At fifteenth level, you are under a permanent Freedom of Movement effect.
A Blaze Of Glory
At twentieth level, you are able to temporarily summon up massive reserves of strength and speed when your need is most dire. As an action, you summon these powers for one minute.
While the minute lasts, you gain the following effects:
-You are under the effects of a Haste spell
-All allies within 60' of you gain the benefits of a Freedom Of Movement spell
-You can teleport up to 120' to a spot you can see as a bonus action
Explore Far And Wide. A Wanderer should travel to the ends of the earth and beyond.
Never Stop. Never resting, a Wanderer should always be on the lookout for new experiences, new places, new things.
Guide Others. One should help others follow the same path-never forcing them, but leading them to a new and better life.
Oath Spells
3rd
Longstrider, Jump
5th
Misty Step, Knock
9th
Fly, Water Breathing
13th
Dimension Door, Freedom Of Movement
17th
Teleportation Circle, Passwall
Channel Divinity
At level three, you gain the following two Channel Divinity options.
Don't Stop Me Now! As a reaction, you can use this Channel Divinity to reroll a failed save, if the save would paralyze you, stun you, restrain you, reduce your movement speed, or in any other way stop you from being able to move fully.
Grace And Alacrity. As an action, you can cause up to ten people (including yourself, if you choose to) to gain advantage on ability checks pertaining to movement for ten minutes, such as any checks made to climb, checks made to balance, checks made to continue running for extended periods, and other such things.
Aura Of Speed
At seventh level, your wandering soul grants you and your allies supernatural speed. You and all friendly creatures that start their turn within 10' of you gain a 10' increase to their movement speed for their turn, and may Dash as a bonus action.
At eighteenth level, the range of this aura expands to 30'.
Everfree
At fifteenth level, you are under a permanent Freedom of Movement effect.
A Blaze Of Glory
At twentieth level, you are able to temporarily summon up massive reserves of strength and speed when your need is most dire. As an action, you summon these powers for one minute.
While the minute lasts, you gain the following effects:
-You are under the effects of a Haste spell
-All allies within 60' of you gain the benefits of a Freedom Of Movement spell
-You can teleport up to 120' to a spot you can see as a bonus action