Voyager v1

by Rain-Junkie

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Voyager

Voyagers are people who travel the material plane and
beyond in search of answers to questions they them-
selves can't even begin to comprehend. With spirits to
guide them and the wind at their back, every voyager
is eager to take the first step in their journey.

It's About the Journey

All voyagers seek something. Be it an item, person, knowledge or an experience, voyagers are equipped with the skills and tools to survive dangerous perils and reach their goal. For most voyagers, though, they find that the journey is far more rewarding than their destination, and often best remember the fun times they had and quirky people they meet along the way.

Because of this, voyagers are easily swayed to a life spent adventuring. Few care about the mundane or even magical trinkets and treasures they might stumble upon along the way, and instead crave the thrill of danger, the wonder of finding a long-lost civilization, or the joy of meeting new and exciting people. These things are invaluable to a voyager, and becomes a cornerstone of their magical potential.

Accessing the distant energies of the universe, a voyager can harness magic beyond their own comprehension, using it to support their allies and harass their foes. This magic is mighty, and a voyager excels at making the most of their resources, as their spells cascade into each other.

Greater than One

As a voyager, you're accompanied by spirits, phantasmal beings that drift around you as you travel. The nature of these spirits is often obscure; not even a voyager really knows the goals, ambitions, or motivations of their harmonic spirits. Regardless, they can be relied on in times of need, and voyagers can call on spirits that aid them best.

One thing that is known is that the spirits channel powerful magic. Drawing on the energies found on the outskirts on the universe, these spirits provide powerful boons and access to obscure spells, allowing a voyager to best focus their craft in ways that suit their journey.


Creating a Voyager

When creating a voyager, first consider how you came across your spirits. Are they ancient allies of your house, family, or tribe, and came to your side when you came of age? Or perhaps a strange encounter during your travels lead you to finding them, and now they follow you for reasons you can't explain.

Regardless of how you encountered your spirits, you also need to decide on their appearance and attitude. While they can't communicate, consider how your spirits emote; do they have facial expressions, make noises, or find some other way to interact with you and others? Or are they merely silent observers, simply orbiting you as they grant you their power.

Finally, decide what your character is seeking. Perhaps you were told of an ancient lost civilization as a child, and now seek it out for answers. Or maybe you want nothing more than to be a hero, spreading joy and fortune across all the lands you travel. If you don't have an answer, you can wait to decide, as a voyager only chooses their subclass at 3rd level. Work with your DM to have your goal be relevant to the overall campaign in some way, to help your journey become a driving force for you and others you might be adventuring with.

Quick Build

You can make a voyager quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the empyrean and fallen spirits and the halt and prestidigitation cantrips, along with the following 1st-level spells: bless, dissonant whispers, and faerie fire.

The Voyager

Level Proficiency
Bonus
Features Spirits Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st +2 Harmonic Spirits, Spellcasting 2 2 3 2
2nd +2 Resonant Power, Song of the Spirits 2 2 4 2
3rd +2 Harmonic Nexus, Voyager's Impulse 2 2 5 3
4th +2 Ability Score Improvement 2 2 5 3
5th +3 Subtle Ploy 3 2 6 4 2
6th +3 Voyager's Impulse feature 3 2 7 4 2
7th +3 Dreamscape 3 3 8 4 3
8th +3 Ability Score Improvement 3 3 8 4 3
9th +4 4 3 9 4 3 2
10th +4 Voyager's Impulse feature 4 3 10 4 3 2
11th +4 Magical Cascade 4 4 11 4 3 3
12th +4 Ability Score Improvement 4 4 11 4 3 3
13th +5 5 4 12 4 3 3 1
14th +5 Voyager's Impulse feature 5 4 13 4 3 3 1
15th +5 Eclectic Wayfarer 5 5 14 4 3 3 2
16th +5 Ability Score Improvement 5 5 14 4 3 3 2
17th +6 6 5 15 4 3 3 3 1
18th +6 Sojourner's Step 6 5 16 4 3 3 3 1
19th +6 Ability Score Improvement 6 5 17 4 3 3 3 2
20th +7 Epic Journey 6 5 17 4 3 3 3 2

Class Features

As a voyager, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per voyager level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per voyager level after 1st

Proficiencies


  • Armour: Light armour
  • Weapons: Simple weapons
  • Tools: Cook's utensils and herbalism kits

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a component pouch, studded leather armour,
    and a simple weapon of your choice

Alternatively, you may start with 4d4 × 10 gp
to buy your own equipment.


Multiclassing

 

Prerequisites. To qualify for multiclassing into the voyager class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the voyager class, you gain the following proficiencies: Light armour and one tool from the classes list of tool proficiencies.

Harmonic Spirits

1st-level Voyager feature

You gain two spirits of your choice. A list of the available spirits can be found at the end of the class description. When you gain certain voyager levels, you gain additional spirits of your choice, as shown in the Spirits column of the Voyager table.

Detailed under each spirit is a cantrip you learn, associated with that spirit. These cantrips are voyager cantrips for you, and don't count against the total number of cantrips you know.

Expanded Spells

Each spirit has its own expanded list of spells you can choose from when you learn a voyager spell.

Spiritual Drift

Your spirits drift with you; meaning they share your space and move with you. As a bonus action on your turn, you can have one of your spirits move to drift with a willing creature you can see within 120 feet of you. You can have any of your spirits return to drift with you on your turn (no action required). A spirit will also return to you if another creature they're drifting with is ever further than 120 feet away from you.

Each spirit has a benefit it provides to any creature it drifts with, detailed under each spirit.

Harmonic Form

Your spirits are illusions; they count as neither creatures nor objects, but are visible to you and all other creatures. You decide on their forms, although they can be no larger than the space of a creature they're drifting with, and they don't obscure that creature's vision. They can't interact with any objects or creatures or move beyond the space of a creature they're drifting with, and a spirit drifting with an invisible or otherwise hidden creature will also be obscured from view.

Spellcasting

1st-level Voyager feature

Your link to your spirits allows you to learn and cast spells. See chapter 10 for the general rules of spellcasting and the sidebar for the voyager spell list.

Cantrips

You know two cantrips of your choice from the voyager spell list. You learn additional voyager cantrips of your choice as you reach higher levels, as shown in the Cantrips Known column of the Voyager table.

Spell Slots

The Voyager table shows how many spell slots you have to cast your voyager spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.


Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the voyager spell list. The Spells Known column of the Voyager table shows when you learn more voyager spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the voyager spells you know and replace it with another spell from the voyager spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your voyager spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a voyager spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast any voyager spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You don't need a focus for your voyager spells if at least one of your spirits is drifting with you. Otherwise, you can use a component pouch to cast your voyager spells.


Voyager Spell List

Cantrips (Level 0)
  • Control FlamesXGE
  • Dancing Lights
  • FocusVOY
  • Friends
  • Guidance
  • HaltVOY
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind SliverTCE
  • Minor Illusion
  • Mold EarthXGE
  • Prestidigitation
  • Shape WaterXGE
  • Spare the Dying
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Absorb ElementsXGE
  • Bane
  • Bless
  • Cause FearXGE
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • Faerie Fire
  • Featherfall
  • Fog Cloud
  • Identify
  • Illusory Script
  • Mage Armour
  • Silent Image
  • Sleep
  • Shield
  • Tasha's Hideous Laughter
2nd Level
  • Aid
  • Alter Self
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Invisibility
  • Locate Object
  • Knock
  • Mind SpikeXGE
  • Misty Step
  • Phantasmal Force

  • Ray of Enfeeblement
  • Rope Trick
  • See Invisibility
  • Silence
  • Suggestion
  • Summon BeastTCE
  • Tasha's Mind WhipTCE
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Enemies AboundXGE
  • Fear
  • Fly
  • Haste
  • Hypnotic Pattern
  • Intellect FortressTCE
  • Major Image
  • Slow
  • Tiny ServantXGE
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Charm MonsterXGE
  • Compulsion
  • Confusion
  • Dimension Door
  • Fabricate
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Summon ElementalTCE
5th Level
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill EmpowermentXGE
  • Synaptic StaticXGE

Voyager Spell List

In the sidebar are a list of spells you consult when you learn a voyager spell, which is organised by spell level.

Spells in this document are in the Player's Handbook, unless it's marked otherwise ( VOY for spells found at the end of the document, XGE for spells from Xanathar's Guide to Everything, TCE for spells from Tasha's Cauldron of Everything, and FTD for spells from Fizban's Treasury of Dragons).

Resonant Power

2nd-level Voyager feature

You tap into the magic of your spirits. You can cast a spell of your choice once (choosing from the spells in your spirits expanded spell tables) at each level without expending a spell slot. You don't need to know a spell to cast it this way.

Once you cast a spell this way, you can't cast it or another spell at the same level again using this feature until you finish a long rest.

Song of the Spirits

2nd-level Voyager feature

Your spirits teach you the sounds of the universe. You learn two languages of your choice. Each time your proficiency bonus increases, you learn an additional language of your choice.

Harmonic Nexus

3rd-level Voyager feature

As an action, you can direct any number of your spirits to drift with other willing creatures you can see within 120 feet of you.

When you have one of your spirits drift with another creature, you also gain the benefits that spirit provides to a creature it drifts with until the end of your next turn, as if the spirit was drifting with you.

Voyager's Impulse

3rd-level Voyager feature

Your Impulse defines what you seek. The available options are detailed at the end of the class description.

Your Impulse grants you features at 3rd level, and again at 6th, 10th, and 14th level.


Ability Score Improvement

4th, 8th, 12th, 16th, and 19th-level Voyager feature

At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Subtle Ploy

5th-level Voyager feature

You can cast a voyager cantrip you know as a bonus action on your turn. If it would deal damage, the spell instead deals no damage, but any additional effects still take place (if any).

You can also maintain concentration on two spells at once as long as one of those spells is a voyager cantrip. If you lose con-centration while concentrating on two spells, they both end.

Dreamscape

7th-level Voyager feature

At the start of a long rest, you can create a dreamscape for you and your allies, touching a point in space. A shimmering cube of magic appears centered on that point, which lasts until you finish your long rest or until you dismiss it (no action required). You choose the dimensions of the cube when it appears, up to 40 feet on a side. Total cover blocks the cube. Creatures resting inside your dreamscape gain the following benefits:

  • Creatures inside the dreamscape don't need to sleep, and can gain the benefits of a long rest while performing light activity, such as reading a book or keeping watch.
  • Creatures that complete a long rest inside your dreamscape can regain additional expended hit dice equal to half your proficiency bonus, and gain temporary hit points equal to your Charisma modifier + your voyager level.

Magical Cascade

11th-level Voyager feature

When you cast a voyager spell of 3rd level or higher using a spell slot, you create a temporary spell slot. The slot you create must be exactly two levels lower than the spell you cast and can't be higher than 3rd level. These temporary slots can only be used to cast voyager spells, and vanish when you finish a long rest.

Eclectic Wayfarer

15th-level Voyager feature

You can cast teleport or plane shift without expending a spell slot or requiring material components. If you cast plane shift this way, you can't use it to banish another creature.

Once you use this feature to cast either spell, you can't do so again until three days have passed.

Sojourner's Step

18th-level Voyager feature

You see the spaces between spaces, and walk through them unbarred. You have truesight out to a range of 60 feet. Once per turn when you cast a voyager spell, you can teleport up to 10 feet plus an additional 10 feet for each level of the spell you cast to an unoccupied space that you can see within range.

Epic Journey

20th-level Voyager feature

You're fulfilled with the places you've seen and moved by the people you've met. Your proficiency bonus increases by 1.

Voyager's Impulse

Each Voyager is defined by what they seek. It shapes them, guiding their magic and and focusing them towards their goals.

Warden

For a warden, their magic is a way for them to find solace. Each one seeks peace and tranquillity, wanting to fulfil a personal goal, or lead a simple life helping others. Living life on the road, they take each day as it comes, making sure to take nothing for granted as they surround themselves with friends to share a journey, a meal, and a story with.

Instinctive Acuity

3rd-level Warden feature


You gain proficiency with one of the following skills of your choice: Nature, Medicine, or Survival. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.

Spiritual Ritual

3rd-level Warden feature


When you finish a long rest, you can choose one creature you rested with and imbue it with the power of one of your spirits. Until you next finish a long rest, that creature gains the benefits of that spirit as if it was drifting with it.

You can choose additional creatures as you reach higher levels in this class: two creatures at 6th level, three creatures at 10th level, and four creatures at 14th level.


Steadfast Spirits

6th-level Warden feature

You learn the summon beast spell if you didn't already know it. It doesn't count against the number of voyager spells you know.

Any creature summoned or created by a voyager spell that you cast gains the following benefits:

  • The creature's hit point maximum is increased by an amount equal to your voyager level.
  • The creature gains the benefits of each of your spirits, as if your spirits were drifting with it.

Restful Spirits

10th-level Warden feature

When a creature that you've imbued with one of your spirits spends a Hit Dice to heal, it can roll twice and take either result.

Duality

14th-level Warden feature

When you summon or create a creature with a voyager spell, you can conjure an exact copy of that creature in an unoccupied space within 10 feet of the original. The copy has the same statistics as the original, and you can issue the same or separate commands to the copy whenever you command the original.

Once you use this feature, you can't do so again until you finish a long rest.

Luminary

For a luminary, their magic is a tool to sway others. Many do so out of noble intention, wanting to make the world a better place for the people who live in it by gaining favour with aristocrats and in noble courts. However, some seek out those who will admire their skills and fawn over their magic, wanting nothing more than to be showered with attention and gifts.

Instinctive Charm

3rd-level Luminary feature

You gain proficiency with one of the following skills of your choice: Deception, Persuasion, or Performance. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.


Beguile

3rd-level Luminary feature

You learn either the focus or halt cantrip (your choice), which doesn't count against the total number of cantrips you know.

Whenever you target a creature with a non-damaging cantrip, you can have it become charmed by you until the end of your next turn or until it takes damage. While charmed by you in this way, it has disadvantage on attack rolls, its speed is halved, and it must spend its movement on its turn moving directly towards you if it can see you—otherwise it doesn't move. If the creature moves within 5 feet of you, the charm ends.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Distracting Flourish

6th-level Luminary feature

Whe a creature moves within 5 feet of you, you can use your reaction to reduce their speed to 0. You can then either push that creature 15 feet directly away from you, or you can move to an unoccupied space within 15 feet of that creature without provoking opportunity attacks.

Once you use this feature, you can't do so again until you finish a short or long rest.

Radiant Magic

10th-level Luminary feature

At 10th level, your magic shines warmly, beckoning the trust of others. You have advantage on Charisma (Deception, Persuasion, and Performance) checks you make while at least one of your spirits is drifting with you.

Iridescence

14th-level Luminary feature

You let people see what you want them to see. As a bonus action, you can shroud yourself in illusion magic for 1 minute, or until you dismiss it (no action required). While shrouded, you become invisible to creatures that aren't within 5 feet of you.

Once you use this feature, you can't do so again until you finish a long rest.


Oracle

For an oracle, their magic is a tool to further their search for knowledge. Travelling between libraries and other places of research, an oracle seeks to ask the questions no one has yet thought to ask, searching for magical secrets, lost civilisations, and ancient ruins.

Instinctive Knowledge

3rd-level Oracle feature

You gain proficiency with one of the following skills of your choice: Arcana, History, or Religion. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.

Forewarn

3rd-level Oracle feature

When another creature within 60 feet of you misses an attack or fails a saving throw, you can use your reaction to forewarn it. The target can roll the attack or saving throw again, and must use the new result. You can use this feature immediately after the results of the roll occur, causing them to not take place and potentially changing the outcome of the roll.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Consult the Spirits

6th-level Oracle feature

You learn the augury spell, spell if you didn't already know it. It doesn't count against the number of voyager spells you know. You don't require material components for it when you cast it while at least one of your spirits is drifting with you. Once per day, you can cast augury without expending a spell slot.

When you cast augury using this feature, you have advantage on ability checks relating to the course of action you sought an omen regarding for 30 minutes.

Expansive Mind

10th-level Oracle feature

You can communicate telepathically with creatures you can see within 120 feet of you as long as you share a language. Creatures you communicate with this way can respond in kind.

Additionally, when you complete a long rest with at least one other creature, you can choose one creature you rested with and learn a language it knows or become proficient in a skill or tool it's proficient in until you next finish a long rest.


Precognition

14th-level Oracle feature

As a reaction when you roll initiative, you can immediately take an additional turn before any other creature. You have advan-tage on all attack rolls, ability checks, and saving throws you make during the first round of combat.

Once you use this feature, you can't do so again until you finish a long rest.

Harmonic Spirits

The following spirits are listed in alphabetical order:

The Empyrean

An agent of light, who guides you to aid others.

Bonus Cantrip. You learn the sacred flame cantrip.

Luminous Spirit. The creature the empyrean is drifting with can begin shedding bright light on its turn in a 30-foot radius sphere and dim light for an additional 30 feet, or stop shedding the same light (no action required).

Empyrean Expanded Spells

The empyrean lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st healing word
5th prayer of healing
9th mass healing word
13th aura of life
17th summon celestial TCE

The Fallen

A being of death, who reminds you of mortality.

Bonus Cantrip. You learn the chill touch cantrip.

Dying Spirit. The creature the fallen is drifting with has advantage on death saving throws.

Fallen Expanded Spells

The fallen lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st inflict wounds
5th ray of enfeeblement
9th summon undead TCE
13th death ward
17th contagion

The Hellion

An omen of suffering, who enjoys inflicting misery.

Bonus Cantrip. You learn the poison spray cantrip.

Merciless Spirit. Once per turn when the creature the hellion is drifting with deals damage, it can choose one creature that suffered that damage and deal additional damage to that creature equal to your proficiency bonus.

Hellion Expanded Spells

The hellion lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st hellish rebuke
5th crown of madness
9th stinking cloud
13th summon greater demon XGE
17th cloudkill

The Tectonic

A force of earth, who encourages you to remain steadfast.

Bonus Cantrip. You learn the blade ward cantrip.

Enduring Spirit. The creature the tectonic is drifting with gains temporary hit points equal to your proficiency bonus when the tectonic first drifts with it and at the start of each of its turns. These temporary hit points only last while the tectonic is drifting with it.

Tectonic Expanded Spells

The tectonic lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st earth tremor
5th earthbind XGE
9th erupting earth XGE
13th stoneskin
17th wall of stone

The Torrent

An essence of water, who teaches you to flow.

Bonus Cantrip. You learn the soak VOY cantrip.

Flowing Spirit. The creature the torrent is drifting with has a climbing and swimming speed equal to their walking speed, and can breathe air and water.

Torrent Expanded Spells

The torrent lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st create or destroy water
5th moonbeam
9th tidal wave XGE
13th watery sphere XGE
17th maelstrom XGE

The Verdant

An agent of nature, who reminds you appreciate life.

Bonus Cantrip. You learn the thorn whip cantrip.

Lush Spirit. The creature the verdant is drifting with ignores non-magical difficult terrain.

Verdant Expanded Spells

The verdant lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st entangle
5th spike growth
9th summon fey TCE
13th dominate beast
17th circle of power

The Wildfire

An entity of ember, who encourages you to unleash the flames.

Bonus Cantrip. You learn the fire bolt cantrip.

Blazing Spirit. The creature the wildfire is drifting with gains a bonus to its initiative rolls. This bonus is equal to your proficiency bonus.

Wildfire Expanded Spells

The wildfire lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you.

Voyager Level Spells
1st burning hands
5th pyrotechnicsXGE
9th fireball
13th wall of fire
17th immolation XGE

The Wyrm

An omen of power, who roars with strength.

Bonus Cantrip. You learn the resistance cantrip.

Prideful Spirit. The creature the wyrm is drifting with has advantage on saving throws against being charmed or frightened.

Wyrm Expanded Spells

The wyrm lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st chromatic orb
5th dragon's breath XGE
9th protection from energy
13th fire shield
17th summon dragon spirit FTD

The Zephyr

An essence of wind, who encourages you to run free.

Bonus Cantrip. You learn the gust cantrip.

Roaming Spirit. The creature the zephyr is drifting with becomes swift and sure-footed. Its speed increases by 5 feet, and opportunity attacks against it have disadvantage.

Zephyr Expanded Spells

The zephyr lets you choose from an expanded list of spells when you learn a voyager spell. The following spells are added to the voyager spell list for you, which count as voyager spells.

Voyager Level Spells
1st longstrider
5th gust of wind
9th wind wall
13th freedom of movement
17th control winds XGE

Additional Spells

The following spells are new spells for the Voyager class, and are listed in alphabetical order:

Focus

Divination cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

You magically draw attention to a creature you can see within range; the next attack roll made against this target before the end of your next turn gains a bonus to the roll, which is equal to a d6, and you can have it make a Wisdom saving throw. On a failed save, the target also has disadvantage on Dexterity (Stealth) and Dexterity (Slight of Hand) checks for the duration.

This spell's range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).


Halt

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You impose a magical force on creature you can see within range, who must succeed on Strength saving throw. On a failed save, it can't willingly move within up to 5 feet of you until the end of your next turn (you choose the distance when you cast this spell). The creature automatically succeeds on its saving throw if it's already within the same distance.

The maximum distance you can have a creature unable to move near you (and automatically succeeds on its saving throw) increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Soak

Conuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a wet piece of cloth)
  • Duration: Instantaneous

You soak a creature in a deluge of water, who must succeed on Constitution saving throw. It has disadvantage on the saving throw if it's wearing armour made of fur or leather. On a failed save, it takes 1d8 cold damage (if the water is freezing) or 1d8 fire damage (if the water is boiling), which you choose when you cast the spell. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 5 feet of it, and then it vanishes.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Credits

Lead Designer/Producer: Rain-Junkie

Version: 1.1 [31/08/23]

References: Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and Fizban's Treasury of Dragons.

Special Thanks: r/MoonCell

Voyager Icon: Game Icons

Artwork by: Saltmalkin, Wenjun Lin, & Amir Zand.

The Voyager is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.