Wanderer Bard

Standing triumphant upon a mountain's peak, an eagle-eyed wanderer surveys the landscape, looking always onward to the next great challenge and grand adventure.

College of Wanderlust

Your journey as a bard is one of constant of change and new experiences. You are driven by your love of freedom and the kind of adventure that can only be found in open spaces and in the challenges of delving into dark and mysterious places. You rarely stay in one place for long and find friends and companions among those who seek adventure.

Practical Magic

For you, magic is a means to an end, and anything that aids in your journey is worth picking up along the way.

Starting at 3rd level, you learn 2 cantrips of your choice from either the Druid or Wizard spell lists. You learn an additional cantrip of your choice from one of these lists when you reach 13th level. They count as bard cantrips for you.

Axiom

At 3rd level, you develop a personal declaration or catch-phrase that you use to motivate yourself and your allies.

A creature that has a bardic inspiration die from you can roll that die and gain a number of temporary hit points equal to twice the number rolled. Alternatively, on its turn, it may roll the die and then move up to (5 x the roll) feet in any direction (immediately, in addition to its movement) without provoking opportunity attacks.

Wild Rover

Beginning at 6th level, nothing can easily stop your wandering. You gain the following benefits:

You gain swimming and climbing speeds equal to your walking speed.

Moving through nonmagical difficult terrain costs you no extra movement.

You may cast the spell fly on yourself once per long rest without spending a spell slot.

Wanderer

At 14th level, your travels have granted you with imperviousness to certain effects. You have advantage on saving throws against being slowed, held in place, or stunned by any magical effect, and you can't be turned to stone. You have advantage on all checks made to escape physical bonds or restraints, including being grappled.

Additionally, once per long rest, you may loudly proclaim your Axiom, rousing yourself and your allies. Expend one of your uses of Bardic Inspiration, rolling the die. You and any number of creatures of your choice within 30 feet of you gain a number of temporary hit points equal to twice the number rolled and may then move up to (5 x the roll) feet in any direction (immediately, in addition to its movement) without provoking opportunity attacks.

Design Notes—The Wanderer Bard Originally, this was part of a class on r/UnearthedArcana. Then I remade it into a Ranger subclass. But I think the Axiom feature fits better with bard and naturally goes into the Bardic Inspiration feature slot. Practical Magic—I am split between giving bard more cantrips (which actually fixes one of their weaknesses), or giving them more rituals (which quickly outshines PBH ranger magic). I'll stick with the cantrips for now. Axiom—This is why I wrote the subclass. A boundlessly optimistic wandering minstrel who helps you get up and go, and stay that way. I need to figure out how to let you use Axiom on yourself without breaking it. Wild Rover—Exploration features. You can be Peter Pan! Wanderer—Mass Axiom and Imperviousness. This is actually a buffed "wanderer class" capstone. I'm not sure how it compares to Peerless Skill and Battle Magic in terms of power level, but it seems to me to be weaker.

Version 1.1—Created by redditor ImFromNASA

Based on the Concept by FlynnWurm

Thanks to the Discord of Many Things and the Homebrewery for being awesome.

Art by: Eva Widermann (Commission for Esfandiar Nader).