From Compendium of Worldly Lore
Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence. They believe that to serve their deities they need to experience the world, learn about its hidden beauties and truths, and learn how their own inner selves relate to the outer world. Mystic wanderers are known for their skill in creating potions and magic gems.
Most mystic wanderers begin as clerics, although some druids and rangers pursue the life of a mystic wanderer as well. Because of the mystic wanderer’s independence and disdain for authority figures, monks and paladins only become mystic wanderers if they have lapsed from their vows. Most mystic wanderers follow deities of beauty, individualism, love, hedonism, charisma, self-perfection, darkness, the moon, joy, fertility, motherhood, dance, music, disease, poison, luck, misfortune, or the seasons.
Mystic wanderers not in an adventurer usually act alone, preferring to interact with people (including other mystic wanderers) on a person-to-person basis rather than in groups. They sometimes acquire bodyguards or friends who can act as bodyguards to balance their weaknesses in combat.
Role: Spell Utility
Characteristics: Potion brewing divine casters that can resist charms and charm others
Source: Magic of Faerun
Game Rule Information
The Mystic Wanderer has the following game statistics.
Abilities: Charisma to boost your charm spells, Wisdom to progress your divine spellcasting ability
Alignment: Any Nonlawful
Hit Die: d8
Starting Gold: N/A
Class Skills
The Mystic Wanderer's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Innuendo (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Perform (Cha), Search (Int), Spellcraft (Int), and Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Mystic Wanderer.
Weapon and Armor Proficiency: A Mystic Wanderer is proficient with whatever they were already proficient with prior to taking levels in this class.
Spells per Day: A mystic wanderer continues to study standard magic as well as pursuing her other studies. Thus, when a new mystic wanderer level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before becoming a mystic wanderer. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on).
If a character had more than one divine spellcasting class before she became a mystic wanderer, she must decide to which class she adds each level of mystic wanderer for purposes of determining spells per day when she adds the new level.
Glory of the Divine Su: A mystic wanderer who wears no armor gains a sacred (or profane, if her patron deity is evil) bonus to AC equal to her Charisma bonus (if any).
Sleep Sp: The mystic wanderer can use Sleep once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 11 + Cha modifier).
Familiar: Beginning at 2nd level, a mystic wanderer can obtain a familiar, just as a sorcerer or wizard can. A mystic wanderer with sorcerer or wizard levels can treat her mystic wanderer levels as sorcerer or wizard levels for determining her familiar's natural armor, Intelligence, and special abilities.
Lore of Nature: At 2nd level, the mystic wanderer gains a +2 competence bonus on all Profession (herbalist) and Knowledge (nature) checks.
Gem Magic Su: A 3rd-level mystic wanderer learns the secret of gem magic. She gains the Attune Gem feat, and she can use the feat to store any spell she can cast, whether arcane or divine.
Resist Charm Su: Beginning at 3rd level, the mystic wanderer gains a +2 sacred (or profane, if her patron deity is evil) bonus on saving throws against enchantment (charm) effects.
Brew Potion: The mystic wanderer gains the Brew Potion feat at 4th level.
Suggestion Sp: At 5th level, the mystic wanderer can use Suggestion once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 13 + Cha modifier).
Greater Potion I: The 6th-level mystic wanderer can brew potions as if she had access to all 0- and 1st-level sorcerer/wizard spells (even those not on her spell list). He need not have prepared the spell to brew the potion; instead, she must leave one spell slot (of the appropriate level) open when brewing a potion of a spell not on her spell list. He must still provide any material components or focuses needed.
Charm Monster Sp: At 7th level, the mystic wanderer can use Charm Monster once per day as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 14 + Cha modifier).
Greater Potion II: As greater potion I, except that the 8th-level mystic wanderer can brew potions as if she had access to all 2nd-level sorcerer/wizard spells.
Mass Charm Sp: The 9th-level mystic wanderer can use Mass Charm once per day as a sorcerer whose level is equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 18 + Cha modifier).
Greater Potion III: As greater potion I, except that the 10th-level mystic wanderer can brew potions as if she had access to all 3rd-level sorcerer/wizard spells.
Timeless Body: After achieving 10th level, a mystic wanderer no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the mystic wanderer still dies of old age when her time is up.