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Carrying his chipped sword over one shoulder, a male warrior with a blond hair and beard strides into the foreground. An eyepatch covers one eye and a green hood covers his head.

Get all 9 Wanderer’s Roads in the Complete Vagabond!

Vagabond subclass

Searing runes and arcane geometry into one’s skin is an agonizing practice known as spellbranding. Though it was once used by tyrannical giants to imbue their conscripts with a mote of magical potential, spellbranding has long since been disparaged in polite society. However, a few that are willing and desperate enough to burn themselves with magical runes might still utilize that magic today. The so-called “Mage Brands” need none of a mage’s intellect or a priest’s faith; they need only tenacity and a tolerance for pain.

Spellbranding

Starting when you set out on this road at 3rd level, you have been taught the agonizing magic of spellbranding.
      Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
      Branded Spells. By searing arcane symbols into your flesh, you gain the ability to harness certain spells. You gain two 1st-level spells of your choice from the Branded Spells table. At 6th level, you gain two 2nd-level spells of your choice from the table.
Because your spells are branded onto your skin, you can’t later remove or replace a spell after it is gained.
      Casting Spells of 1st-Level or Higher. To cast one of your branded spells, you must expend a number of battle dice equal to the spell’s level.
      Spellcasting Ability. Charisma is your spellcasting ability for your branded spells, so 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 branded 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

Branded Spells
New spells are marked with an asterisk (*) and included below.

Spell level Spells
1st expeditious retreat, instant replay,* time hop*, sanctuary
2nd magic weapon, misty step, recall,* stone bones,* swift flight*

Arcane Synesthesia

Starting at 6th level, due to your spellbrands, you can smell and taste the lingering evidence of magic. You can instantly identify a creature that has cast a spell within the last 24 hours. If you touch an object, you can detect if it is a magic item, but not its properties.

Aegis Mark

By 10th level, you bear a defensive spellbrand that wards you from harm and punishes your foes. You can cast the spell hellish rebuke or shield using this feature without expending a spell slot or battle dice.
Once you use this feature to cast one of these spells, you can’t do so again until you finish a short or long rest, unless you expend two battle dice to use it again.

Imprinted Spellscar

Beginning at 14th level, when a spell is cast that targets you, or you are in the area of a spell’s effect, you can temporarily learn that spell if it is of 5th lever or lower, marking it on your skin as a faint spellbrand. You can’t use this ability to learn a spell that had no effect on you, even if it forced you to make a saving throw against it.
      Once before you finish a long rest, you can cast this spell as a branded spell by expending a number of battle dice equal to the spell’s level. You know this spell until you cast it or you use this feature again.

Branded Spells

The following spells are available to the Mage Brand as branded spells, and are presented in alphabetical order.

Instant Replay

1st-level transmutation (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.

Recall

2nd-level conjuration (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.

Stone Bones

2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 round
You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.

Swift Flight

2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: 1 round
Streaks of energy flow from the back of a willing creature you touch, tracing the shapes of wings. The target gains a flying speed of 30 feet until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.

Time Hop

1st-level conjuration (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the second hand of a clock)
Duration: Varies
You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take actions or reactions, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects.
      At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.

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