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. 


Rovers achieve most of their training through Majeers – former Rovers who have given up the adventuring life and settled down to pass on their skills and stories to the next generation of traveling wizards.


Starting at 2nd level, you’ve learned to handle yourself on the road. You gain proficiency in light armor and as long as your primary weapon is a staff and is also your spellcasting focus, you may use your Intelligence modifier for your attack and damage rolls with that weapon.   

Student of the World 

When you select this school at 2nd level, you gain proficiency in two of the following skills: Deception, Perception, Persuasion, Stealth, or Survival.

Additionally, your unique method of memorizing incantations and gestures makes it easier for you to stay prepared. When you finish a short rest you can change a number of prepared spells on your list equal to your proficiency bonus. 

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 12th, and 5 at 15th. 

Dirty Magic

Starting at 10th level, you can attempt to manipulate the weaves of your spells to make them more disorienting to your enemies. When you cast a spell, you may make a spellcasting ability check with proficiency equal to 10 + the spell’s level. On a success, you may add one of the following conditions to the effects of your spell: Blinded, Deafened, Poisoned, Prone. 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 features. 

Featured Image: School of the Rover Wizard by Anderson Maia

You can download this free PDF on DriveThruRpg.

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