At 2nd level, a wizard gains the Arcane Tradition feature. The following Wanderer's Magic option is available to a wizard, in addition to the options offered in the Player's Handbook, and Xanathar's Guide to Everything.

Wanderer's Magic

It is common that in pursuit of knowledge or in a wizard's line of work that they must dedicate themselves wholly to traveling and as such 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 other such institution, they often have learnt their knowledge of magic from a variety of mentors they have met along their journey. Of these, the wizards that do not carry the title of their profession are often known as itinerant arcanists or wandering wizards.

These wanderers drink in the mysteries of the world and learn a diverse range of magics to allow them to survive wherever they are. Magic to them is a tool to achieve their goals, and a versatile one at that. A wandering wizard may be an agent, an academic, a travelling merchant or even a roving con artist. These wizards are often regarded as lesser by school trained wizards but there are many secrets the wanderer can unlock through observation and diligent research in their travels that would otherwise be hidden to those lost in studious doctrine.



Wanderer's Magic Features Wizard Level Feature 2nd Learned Wanderer, Worldly Perspectives 6th Wanderer's Rest 10th Wanderer's Versatility 14th Ritual of Wayfinding

Wanderer's Versatility Starting when you choose this archetype at 2nd level, your travels across the world, or even beyond, have opened your eyes to the secrets of many facets of magic. You add a cantrip and a spell of 1st level to your spellbook. These do not count against your number of spells known, and they can be learned from any spell list. They count as Wizard spells for you. At 6th level, you may learn an additional spell of 1st, 2nd, or 3rd level, and at 10th level you may learn a further spell of 1st, 2nd, 3rd, or 4th level.

Worldly Perspectives At 2nd level you've developed a broad range of knowledge and experience throughout your travels. You gain proficiency in your choice of two languages or skills from history, arcana, religion, nature and investigation.

Wanderer's Rest Starting at 6th level, your transient lifestyle has necessitated that your magics take new form to provide you with the space to continue your learning and to provide safe haven throughout your travels. You may perform a one hour ritual, touching an area of a surface at least 5ft wide by 7ft tall to create a door of appearance related to the surface it was created on with a small window which allows one to see in and out of the room behind the door. A light source such as a lantern or glowing lights creates 5ft of bright light and a further 5ft of dim light from the doorway. The doorway leads to a cosy, well-lit room 10ft wide, 10ft deep, and 10ft high within which there is 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 and any object left in the room ages as normal. The door remains 24 hours after the ritual is complete after which the door vanishes, leaving the surface it was on unmarked. You may dismiss the door with an action if you are touching it. Any creature inside the room when the door is dismissed is shunted to the nearest unoccupied space outside the door. To maintain the door's presence you must take a long rest during the 24 hours the door is present, extending the duration for a further 24 hours after the end of your rest. Any creature you invite in can enter and leave as they please and uninvited creatures can attempt to enter by making a Strength (Athletics) check to force the door open or a Dexterity (Sleight of Hand) check to pick the lock, both of DC equal to your Spell Save DC. The ritual to create the door may only be performed once per week. The size of your Wanderer's Rest increases to a 15ft cube at 10th level and to a 20ft cube at 14th level. The original contents can be repositioned as you wish as your Wanderer's rest increases in size.

Learned Wanderer At 10th level, you've learned to quickly adapt your magical focus on the fly. 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 replaced. 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.