Wanderer

The Wanderer is always prepared for battle, capable of shifting from absolute stillness to ferocious violence in a flash of steel. A Wanderer's weapons are their own, to be wielded as they see fit with speed, precision, and grace. Though they may be fleeing their oaths and obligations, Wanderers are more than capable of seeing any foe to their end.

Art of the Wanderer

By the time you've reached 3rd level, you have mastered the Wanderer's unique weapon technique. When making an attack with a melee weapon without the two-handed or heavy property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Act from Stillness

At 3rd level, you are more dangerous with your weapons stowed than readied. You can sheathe one weapon at the end of your turn as a free flourish. When you have a sheathed melee weapon without the two-handed or heavy property, are not wearing heavy armor or a shield, and at least one of your hands are free you gain the following benefits:

When a hostile creature that you are aware of within 5 feet of you moves at least 1 foot or makes an attack that doesn't target you, you can use your reaction to draw a melee weapon without the two-handed or heavy property and make one melee attack against that creature, and sheathe the same weapon.

When you are hit by a melee or ranged weapon attack, you can use your reaction to gain a bonus to AC equal to your Wisdom modifier against the triggering attack.

Sense Intent

Starting at 7th level, you instinctively detect the emotions of those around you. You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

In addition, you can use your Insight or Passive Insight to detect the presence of hidden creatures with hostile intent, contested by the Charisma (Deception) check of any creature that wishes to remain hidden.

Focused Mind

By 10th level, your focus is as keen as any blade. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).

Speed Beyond Sight

At 15th level, your ability to read your opponent lets you strike from the sheath with deadly accuracy. Once per turn, when you draw a melee weapon without the two-handed or heavy property as part of the same action you use to attack, the first attack you make as part of that action receives a bonus to the damage roll equal to your Wisdom modifier.

Zone of Lethality

Starting at 18th level, you gain the ability to focus your killing intent to gain absolute control over the battlefield. At the end of your turn, if you are not wearing heavy armor or a shield, you can sheathe your weapon or weapons and gain one of the following benefits as a bonus action:

Until the start of your next turn, you generate an area of pure focus within a 20-foot radius that moves with you, centered on you. If a creature you are aware of moves at least 1 foot or makes an attack that doesn't target you within this area, you can use your reaction to move directly to within 5 feet of that creature, draw a melee weapon without the two-handed or heavy property, make one melee attack against that creature, and sheathe the same weapon. Movement granted by this feature doesn't provoke opportunity attacks. You can use your reaction to trigger this action even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Until the start of your next turn, you maximize your focus on a single creature you are aware of within 30 feet. If that creature moves or takes any action, you can use your reaction to move directly to within 5 feet of that creature, draw a melee weapon without the two-handed or heavy property, make one melee attack with advantage against that creature, and sheathe the same weapon. If the attack roll hits, the attack's weapon deals extra damage to the target equal to twice your fighter level. Movement granted by this feature doesn't provoke opportunity attacks. To prevent this attack, on their turn a creature targeted by this feature must use their action to stay perfectly still and make a Constitution saving throw with a save DC of 8 + proficiency bonus + your Wisdom modifier. On a failure, they trigger this attack immediately.

You can use this feature twice between long rests.