5 items

File information

Last updated

Original upload

Created by

Terry

Uploaded by

TerryBerrier

Virus scan

Safe to use

About this mod

Wanderer is an Intelligence-based half caster that allows for engaging and dynamic gameplay through subtle, continuous decision making. It revolves around making the most out of spell slots in a way that no other class does.

Share
Requirements
Permissions and credits
v2.0 MAJOR UPDATE 
Changes are summarized in the "Patch Notes" section! You must respec at Withers for the class to function properly!
Overview
Wanderer is a completely custom class that took hundreds of hours to create. It's based on a custom class I wrote for 5e as a fun side project, but it has been heavily modified to match the way BG3 plays. Wanderer is an Intelligence half-caster designed around intertwining magic and weaponry, with careful attention paid to avoid stepping on Paladin's or Ranger's toes. Wanderer is supposed to be balanced, it is not a class made to make the game easier, though it's also not a challenge-mode class. Wanderer creates a focus on paying attention to the schools of magic the player uses through the schools empowering different abilities in unique ways, each way is associated heavily with the corresponding school. The class is intended to feel reminiscent of the style of play Wizard has, i.e. a heavy focus on spells and decision making.

Wanderer has tons of all-new effects made from the ground up; each new spell has at least one unique effect, usually multiple. In addition to ~20 new actions/mechanics (they work like spells but many of them are not technically spells) available to the base class, the two subclasses have a variety of custom spells, too.

As of right now, there are two subclasses, Heritage of the Storm and Heritage of Chaos. Storm Heritage is based around movement and positioning while the Chaos Heritage is themed around wild magic. For right now, Storm Heritage is slightly recommended as Chaos is still in need of minor polishing and more wild magic effects.

Class Features
Proficiencies
Armor:
Light Armor, Medium Armor, Simple Weapons, Scimitars, Rapiers, Shortswords, Longswords, Glaives, Hand Crossbows.

Saving Throws:
Constitution, Intelligence

1st level
Latent Arcana-> Choose 2 from a list of 8 unique spells that have their own resource requirement. Casting any Latent Arcana also gives an Orb of Invocation from the corresponding school. 

Invoke
-> Strike with magic as though it were a melee weapon attack using Orbs of Invocation as fuel. 
Invoke:

The Necromancy Latent Arcana:

2nd Level
Orb Recharge-> Use a bonus action and a spell slot to gain an Orb of Invocation immediately. This is meant to give a bit more flexibility to how the player uses their spell slots, it is not meant to be a primary option as it gives no additional benefit like a normal spell would.

1st Level Spells
-> You gain two 1st level spell slots. 

Active: 
Latent Arcana Recharge -> Spend a spell slot to gain one use of Latent Arcana for each level of the spent slot. 
This effect occurs when you cast Evocation spells:

3rd Level
Subclass: Heritage of the Storm or Heritage of Chaos

4th Level
Ability Score Improvement

5th Level


Invoke Empowerment ->
Modify the way Invoke works in one of four completely unique ways. All versions have the same damage stats but create unique area of effects, each have their own positives and negatives.

Active:
Imbue Weapon -> Spend a spell slot and bonus action as part of one of your attacks when you take the attack action. If you hit, you gain the Imbued status. While you are Imbued you can cast any action-cost spell at no resource cost. Casting any spell consumes your status and applies the Invoke empowerment of the corresponding school from that spell.

Passive:
Mystic Strikes -> Once per round, deal an additional 1d10 Force damage against the first target you hit with an attack. 

2nd Level Spells
-> You gain two 2nd level spell slots. 

6th Level
Heritage Subclass Feature

7th Level
New Latent Arcana Spell

8th Level

Ability Score Improvement


9th Level
3rd Level Spells-> You gain two 3rd level spell slots. 

10th Level

Passive: Intellect Break -> Add your Intelligence modifier to attack rolls.

New Latent Arcana Spell


11th Level
Heritage Subclass Feature

12th Level

Ability Score Improvement

Subclasses


Heritage of Chaos

2nd Level
Active
: Chaos Strike -> Strike a foe with advantage once per combat in exchange for rolling on the Chaos Magic table.

6th Level

Action: Luck Manipulation -> When you or an ally gets hit by a critical attack, you can force the attacker to reroll. If you do, you can force an allied attack of your choice to be a critical hit. You can use this feature once per short rest.

11th Level

Passive: Chaotic Perfection -> You gain immunity to psychic damage and advantage on saving throws against spells.

Heritage of the Storm
2nd Level
Passive: Storm Surge -> During your first turn of combat, you gain 3m extra movement speed and can jump without using a bonus action once. Additionally, you are immune to fall damage until the end of your turn.

Passive:
Storm Jump -> Toggleable passive that increases the movement cost of jumping in exchange for dealing damage and knocking creatures away. The amount of knockback and damage scale with Wanderer level.

6th Level
Active: Wind Sphere -> Once per short rest, you can create a small spherical storm on command. The sphere has a radius of 3m. It lasts for two turns and pushes all non-allied creatures outside the sphere if they fail a strength saving throw against your spell save dc. Additionally, attacks against allies within the sphere have disadvantage. The sphere is treated as difficult terrain for all creatures.

11th Level

Active: Lightning Blast -> Once per long rest, you can strike with immense lightning that deals a great amount of damage and paralyzes all who fail a dexterity saving throw against your spell save DC. Lightning Blast has a radius of5m.


Patch Notes:


2.0 Major Changes
Completely overhauled the first 5 levels of the class and nearly all fundamental features. 
New Major Feature
Starting at 2nd level, Wanderers add an additional effect to any spell they cast as long as it normally uses a spell slot to cast. These effects only occur while in combat so that they don't create weird situations with friendly npcs. All leveled spells cast give an Orb of Invocation regardless of if you're in combat, though ritual spells are excluded.
- Because of this, there are now 8 new effects accessible to all Wanderers. Each new effect is listed on the description of Orb of Invocation's new passive.
Invoke Changes
- Invoke now only gains additional damage from Orbs of Invocation instead of applying unique effects, but you can have up to 8 Orbs of Invocation at a time.
- Each Orb increases Invoke's damage by 1d10 and are obtained by casting both spells and Latent Arcanas. There is an Orb for each School of Magic, and you can only have one Orb from each school at any time. 
- Orbs serve no function outside of increasing Invoke's damage. This is so the class retains simplicity and better versatility. 
- Invoke now gains an increase to hit from both your primary attack modifier (Strength/Dexterity) and Intelligence. 
- Invoke's damage is equal to your Intelligence modifier + 1d10 for every Orb of Invocation.
- Upon reaching 5th level, you gain access to one of four new versions of Invoke. All four have the same damage and properties, but they each add an element of AOE to the spell. Each have their positives and negatives!
Latent Arcana Changes
- Latent Arcanas are now initially gained at 1st level while spells aren't obtained until 2nd level. This change was made so that the class feels more based around its spell-like abilities rather than the spells themselves. 
- You now gain less overall access to Latent Arcana to offset other improvements to the system. You now start with 2 at 1st level and have 4 total by 12th level. 
- Some Latent Arcanas have been improved while others were nerfed. Latent Illusion, in particular, was nerfed so that it's hopefully no longer the objectively best choice.
- Divination's Latent Arcana has been completely remade. It now uses a bonus action to decrease the number you need to land a critical hit by 5 until the end of your turn. This works with all attack rolls, including Invoke.
Other General Changes

- Extra attack has been completely removed. It has been replaced with a new feature called Mystic Strikes, which adds an additional 1d10 Force damage to your attacks once per turn. This change, while significantly less powerful than extra attack, was made to offset other major improvements the class has been given. 
- The spell list has been slightly expanded to provide more options to the player. 
- Traveling Armor has been removed.
Subclasses
- The Squirrel found using the Chaos subclass' Chaos magic now has a surprise for those unfortunate enough to summon it.
- General interactions for the Storm Subclass' Storm Jump have been improved to be more consistent.
1.21

- Modified some small stuff and fixed some animations.
- Added resource icons for Latent Arcana, no more confusing red stars! For now, the custom resource icons just reuse an existing one, I'll be added completely custom icons in a future update.

1.2 -- Major Update

Balance Changes
- Latent Arcana Buff: Latent Arcana spells that require an attack no longer require a bonus action to cast. This change was made to alleviate the issue of the class being extremely slow to build its strength. Now, you can cast a fully-empowered Invoke in one turn, provided you have the resources to manage it. (I will be playtesting this further to properly evaluate the balance of it)
- Invoke's cast range has been improved from 12m to 18m to compensate for the lack of high ground range extension.
- Invoke's Evocation empowerment has been buffed so that it scales like a d8 cantrip. 
- Storm Heritage's Jump has been improved so that it requires 4m of movement instead of 6m. 
- Storm Heritage's Jump now gains extra range from the Wanderer's Intelligence modifier. 
- Storm Heritage's Jump now deals slightly more damage and launches enemies slightly further. It also no longer hits allies.
Misc Changes
-
Bunch of random back-end bug fixes, mostly stuff that wouldn't really be noticeable in normal gameplay if you weren't looking for it. 
- Reworded various tooltips that had either spelling errors or were out of date. 
- Added an extended description for each of the 8 Invoke empowerments, it can be found in the Invoke Empowerment passive's description. 
- Gave Wanderer the Wizard tag so that players will have at least some dialogue options. I plan on adding my own tag system eventually, but it is a lot of work. 
- Made Invoke's prepare animation look a bit better. 
- Recreated subclass icons entirely. They look way better!
1.12
- Fixed a ton of bugs
- Fixed and improved Chaos subclass' 6th level feature
- Did a ton of backend stuff that is not immediately apparent but should make for a better experience
1.11
- Slightly reworked Invoke's visual effects, the overall change is mild but the impact is great. Invoke feels like a real spell now.
- Buffed Latent Life, it now deals half the damage of a normal attack but heals the caster for 4x the amount of damage done.
- Various Bug Fixes
1.1
- Polished effects and animations for features from the first few levels of the class and subclasses
- Added 8 new effects to the Chaos subclass' wild magic
- Reworked, improved, and fixed the rest of the wild magic effects

1.02
- Added new passive to the Storm subclass
- Slightly buffed Invoke's damage at later levels
- Fixed a few tooltip bugs
- Moderately improved some of the Wanderer Gift options, all four options should seem appealing now
- Changed the starting armor. It is still has the same stats, it just looks a bit more fitting for the class now.

1.01
- Fixed proficiencies and spell slots not showing in character creation and level up menus.


Future Content

I am currently making a 3rd subclass and I will eventually create a proper trailer video, one that properly shows what the class can do. If you like what you see here, please let me know either in the comment section here or by direct messaging me. Thank you for taking the time to read this!

I'm also in the process of making:
- Tag system for dialogue options
- 5th Wanderer gift option that creates a completely unique familiar.