You are on page 1of 3

Arcane Tradition: School

of the Rover
Most wizards spend their time in great arcane schools or
towers, deep in study and debate about the intricacies and
methodologies of manipulating the weaves of arcane that
twist through the universe. Then there are those few who are
born with all of the gifts of wizardry but lack the studious
natures and dedication of their peers. For these wizards there
is only one option that seems to fit; The School of the Rover.
What started out as a term of derision from within the formal
circles of wizardry has since become a proud label for
adventuring wizards who would rather revel in the
experiences brought on by a life of long travel than sedentary
study. While other wizards prefer to specialize in a specific
school of magic and thought, the rough-and-tumble followers
of this tradition focus on adaptability over rigid convention,
learning through the odd paid tutor, trial and error, and off the
cuff experimentation.

Student of the World


When you select this school at 2nd level, you gain proficiency
in two of the following skills: Deception, Perception,
Road-Wary Persuasion, Stealth, or Survival.
Starting at 2nd level, you’ve learned to handle yourself on the Additionally, your unique method of memorizing incantations
road. You gain proficiency in light armor and as long as your and gestures makes it easier for you to stay prepared. When
primary weapon is a staff and is also your spellcasting focus, you finish a short rest you can change a number of prepared
you may use your Intelligence modifier for your attack and spells on your list equal to your proficiency bonus.
damage rolls with that weapon.
Clever Casting
Beginning at 6th level, you’ve learned to use your
unconventional casting to your advantage. When a caster
attempts to target you with a Counterspell, no matter the level
of spell you are casting, they must succeed in an Arcana
contest against you in order to successfully counter your
spell.
Additionally, you may select 2 spells from the list of known
spells in your spellbook. When those spells are the target of a
Counterspell, the opposing caster has Disadvantage on their
Arcana check. This list increases to 3 spells at 9th level, 4 at
Credits 12th, and 5 at 15th.
Written By ~ Jess Pendley
Dirty Magic
Designed By ~ Jess Pendley & Keith Pendley
Art By ~ Anderson Maia Starting at 10th level, you can attempt to manipulate the
Editing By ~ Jess Pendley
weaves of your spells to make them more disorienting to your
enemies. When you cast a spell, you may make a spellcasting
Published by Underground Oracle Publishing under the ability check with proficiency equal to 10 + the spell’s level.
Open Game License version 1.0a. Copyright 2019 Under-
On a success, you may add one of the following conditions to
ground Oracle Publishing. All Rights Reserved.
the effects of your spell: Blinded, Deafened, Poisoned, Prone.

The Underground Oracle | Archetype 1


Targets of your spell must make a Constitution saving throw
against your spell save DC or suffer the effects of the chosen
condition. If you fail your check, you lose the spell slot as
though the spell was cast and your action ends without the
spell taking effect.
You can use this feature three times. You regain all expended
uses of it when you finish a long rest.
Maverick
At 14th level, your ability to cast from the hip has become
second nature. When you cast a wizard spell of 1st through
5th level, you may also cast a cantrip as a bonus action.
Additionally, you may double your proficiency bonus for
checks made for your Clever Casting and Dirty Magic
features.

2 The Underground Oracle | Archetype


5. Representation of Authority to Contribute: If You are
License contributing original material as Open Game Content, You
This material is being released under the Open Gaming License. represent that Your Con- tributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by
OPEN GAME LICENSE this License.
Version 1.0a The following text is the property of Wizards of the 6. Notice of License Copyright: You must update the COPYRIGHT
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc NOTICE portion of this License to include the exact text of the
(“Wizards”). All Rights Re- served. COPY- RIGHT NOTICE of any Open Game Content You are
1. Definitions: (a)”Contributors” means the copyright and/or copying, modifying or distributing, and You must add the title,
trademark owners who have contributed Open Game Content; the copyright date, and the copyright holder’s name to the
(b)”Derivative Material” means copyrighted material including COPYRIGHT NOTICE of any original Open Game Content you
derivative works and translations (including into other Distribute.
computer languages), potation, mod- ification, correction, 7. Use of Product Identity: You agree not to Use any Product
addition, extension, upgrade, improvement, compilation, Identity, including as an indication as to compatibility, except as
abridgment or other form in which an existing work may be expressly licensed in another, independent Agreement with the
recast, transformed or adapted; (c) “Distribute” means to owner of each element of that Product Identity. You agree not to
reproduce, license, rent, lease, sell, broadcast, publicly display, indicate compatibility or coadaptability with any Trademark or
transmit or otherwise distribute; (d)”Open Game Content” Registered Trademark in conjunction with a work containing
means the game mechanic and includes the methods, Open Game Content except as expressly licensed in another,
procedures, processes and routines to the extent such content independent Agreement with the owner of such Trademark or
does not embody the Product Identity and is an enhancement Registered Trademark. The use of any Product Identity in Open
over the prior art and any additional content clearly identified as Game Content does not constitute a challenge to the ownership
Open Game Content by the Contributor, and means any work of that Product Identity. The owner of any Product Identity used
covered by this License, including translations and derivative in Open Game Content shall retain all rights, title and interest
works under copyright law, but specifically excludes Product in and to that Product Identity.
Identity. (e) “Product Identity” means product and product line
names, logos and identify- ing marks including trade dress; 8. Identification: If you distribute Open Game Content You must
artifacts; creatures characters; stories, storylines, plots, clearly indicate which portions of the work that you are
thematic elements, dialogue, incidents, language, art- work, distributing are Open Game Content.
symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or 9. Updating the License: Wizards or its designated Agents may
audio repre- sentations; names and descriptions of characters, publish updated versions of this License. You may use any
spells, enchantments, personalities, teams, personas, authorized version of this License to copy, modify and distribute
likenesses and special abilities; places, locations, environments, any Open Game Content originally distributed under any
creatures, equipment, magical or supernatural abilities or version of this License.
effects, logos, symbols, or graphic designs; and any other 10. Copy of this License: You MUST include a copy of this License
trademark or registered trademark clearly identified as Product with every copy of the Open Game Content You Distribute.
identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” 11. Use of Contributor Credits: You may not market or advertise the
means the logos, names, mark, sign, motto, designs that are Open Game Content using the name of any Contributor unless
used by a Contributor to identify it- self or its products or the You have written permission from the Contributor to do so.
associated products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to use, 12. Inability to Comply: If it is impossible for You to comply with
Distribute, copy, edit, format, modify, translate and otherwise any of the terms of this License with respect to some or all of
create Derivative Material of Open Game Content. (h) “You” or the Open Game Content due to statute, judicial order, or
“Your” means the licensee in terms of this agreement. Not for governmental regulation then You may not Use any Open Game
resale. Permission granted to print or photocopy this document Material so affected.
for personal use only. System Reference Document 5.02 13. Termination: This License will terminate automatically if You
2. The License: This License applies to any Open Game Content fail to comply with all terms herein and fail to cure such breach
that contains a notice indicating that the Open Game Content within 30 days of becoming aware of the breach. All sublicenses
may only be Used under and in terms of this License. You must shall survive the termination of this License.
affix such a notice to any Open Game Content that you Use. No 14. Reformation: If any provision of this License is held to be
terms may be added to or subtracted from this License except unenforceable, such provision shall be reformed only to the
as described by the License itself. No other terms or conditions extent necessary to make it enforceable.
may be applied to any Open Game Content distributed using
this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc. System Reference Document
3. Offer and Acceptance: By Using the Open Game Content You 5.0 Copyright 2016, Wizards of the Coast, Inc.; Copyright 2019,
indicate Your acceptance of the terms of this License. Underground Oracle Publishing; authors Jess Pendley and
4. Grant and Consideration: In consideration for agreeing to use Keith Pendley
this License, the Contributors grant You a perpetual, worldwide,
royalty-free, nonexclusive license with the exact terms of this END OF LICENSE
License to Use, the Open Game Content.

The Underground Oracle | Archetype 3