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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
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.

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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.
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

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