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Vagabond Maneuvers

Maneuvers

The vagabond can spend battle dice to utilize special maneuvers listed in this section. They are presented in order of prerequisite level. If a maneuver has  prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your  level in this class.

Maneuver Prereq lvl Battle Dice Cost Description
Bear Hug 1 Grapple a target and crush them
Bull Rush 1 After a charge, push a target away or knock it prone
Cleave 1 Perform a deadly follow-up to a critical hit or mortal blow
Dig Deep 1 Bolster yourself with temporary hit points
Dodge Roll 1 Roll out of harm’s way without provoking opportunity attacks
Eagle Shot 1 Make a ranged attack with pin-point accuracy
Effortless Dodge 1 Take the Dodge action as a bonus action
Heel-Cutter 1 Prevent a foe from retreating
Iron Wall 1 Gain an AC bonus against the next hit against you
Lightning Reflexes 1 Add a battle die to your initiative roll
Lion’s Challenge 1 Challenge a target to single combat for one round
Staggering Strike 1 Attempt to temporarily incapacitate a foe
Viper Strike 1 Increase your reach and prevent a foe’s reactions
Blinding Attack 5th 3 Aim for the eyes and attempt to temporarily blind a foe
Coup de Grace 5th Varies Attempt a killing blow
Ruinous Blow 5th 3 Permanently damage a foe’s armor
Volley 5th 3 Target several foes with ranged attacks
Whirlwind Attack 5th 3 Attack multiple foes around you
Critical Strike 11th Varies Make an attack with a high chance of scoring a critical hit
Flourish 11th Varies Perform an elegant maneuver with up to five effects
Focused Assault 11th Varies Keep attacking until you miss
Stunning Blow 11th 5 Perform a powerful blow with a chance to stun
Wounding Strike 11th Varies Inflict bleeding wounds on a foe

Bear Hug
Immediately after you hit a creature with a melee attack on your turn, you can expend one battle die as a bonus action to attempt to grapple the target. Add the battle die to the Strength (Athletics) check. If you successfully grapple the target, it takes bludgeoning damage equal to the battle die’s roll + your Strength modifier.

Bull Rush
When you move at least 10 feet in a straight line and immediately make a melee weapon attack against a creature, you can use a bonus action and expend one battle die to shove the target after the attack. Add the battle die to the Strength (Athletics) check you make to shove the target. On a success, you can choose to either knock the target prone or push it up to 10 feet away from you.

Cleave
Once on each of your turns, when you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon attack, you can expend a battle die to move up to 15 feet and make another melee weapon attack as part of the same action. On a hit, you add the battle die to the attack’s damage roll.

Dig Deep
As a bonus action on your turn, you can expend one battle die to gain temporary hit points equal to the number rolled on the die + your Constitution modifier. These temporary hit points last for 1 minute.

Dodge Roll
You can expend one battle die as a bonus action to move up to 15 feet. This movement doesn’t provoke opportunity attacks, ignores difficult terrain, and allows you to move through a hostile creature’s space, as long as you don’t end your movement there.

Eagle Shot
When you make a ranged weapon attack roll against a creature, you can use your bonus action and expend one battle die to add it to the roll. You can use this ability before or after making the attack roll, but before the GM says whether the attack hits or misses.

Effortless Dodge
As a bonus action, you can expend a battle die to take the Dodge action. You can’t use this maneuver while wearing medium or heavy armor.

Heel-Cutter
When you make an opportunity attack against a creature, you can expend one battle die to knock the creature off balance, preventing it from escaping. You add the battle die to the attack roll, and on a hit, the target must make a Strength saving throw. On a failed save, its speed is reduced to 0 until the end of its turn.

Iron Wall
As a bonus action, you can expend a battle die to fortify yourself. The next time you are hit by an attack within the next minute, roll the battle die. You gain a bonus to your Armor Class against the attack equal to half the number rolled on the battle die, rounded down (to a minimum of +1), potentially causing the attack to miss you. You must be wearing heavy armor to use this maneuver.

Lightning Reflexes
After you regain battle dice when rolling initiative, you can immediately expend one battle die and add it to your initiative roll, provided you aren’t incapacitated or surprised.

Lion’s Challenge
When you hit a creature with a weapon attack on your turn, you can expend one battle die as a bonus action to challenge the target to a duel. Until the end of your next turn, that target has disadvantage on any attack roll that isn’t against you.

Staggering Strike
As a bonus action when you make a weapon attack against a Large or smaller creature, you can expend a battle die to attempt to daze the target. On a hit, the target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.

Viper Strike
When you make a weapon attack on your turn, you can expend one battle die as a bonus action to extend the strike’s distance. If it is a melee attack, increase your reach by 5 feet for that attack. If it is a ranged attack, increase the attack’s range by 30 feet for that attack.
      Additionally, if the attack hits, the target can’t take reactions until the start of its next turn.

Blinding Attack
Prerequisite: 5th level
You can use your action to make a weapon attack against a creature, attempting to temporarily blind it. On a hit, you expend three battle dice and add them to the damage roll. The target you hit must succeed on a Constitution saving throw or be blinded for up to 1 minute. A creature blinded by this maneuver makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Coup de Grace
Prerequisite: 5th level
You can use your action to make a melee weapon attack against a creature that is missing any of its hit points. On a hit, you expend up to three battle dice and add them to the damage roll. If this attack reduces the target to 0 hit points, this maneuver expends no battle dice.

Ruinous Blow
Prerequisite: 5th level
You can use your action and make a melee weapon attack against a target that has natural armor or is wearing armor, attempting to sunder its defenses. On a hit, you expend three battle dice and add them to the damage roll. The target you hit suffers a −3 penalty to its Armor Class. The penalty imposed by this maneuver is cumulative if a creature is affected by it multiple times. Armor reduced to an AC of 10 in this way is destroyed. A creature can repair its armor or heal the damage dealt to its natural armor over the course of a long rest.

Volley
Prerequisite: 5th level
You can use your action and expend three or more battle dice to make a ranged weapon attack against a number of creatures up to the number of battle dice expended. Each target must be within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. On a hit, add a battle die to the damage roll.

Whirlwind Attack
Prerequisite: 5th level
You can use your action and expend three or more battle dice to make a melee attack against a number of creatures within 5 feet of you, up to the number of battle dice expended, with a separate attack roll for each target. On a hit, add a battle die to the damage roll.

Critical Strike
Prerequisite: 11th level
You can use your action to aim for a foe’s vital areas. Choose how many battle dice to expend on a hit, up to five, and make a weapon attack against a target. For each battle die, the number you must roll on the d20 to score a critical hit decreases by 2. For example, if you expend five battle dice, you score a critical hit on a roll of 10–20. On a critical hit, expend the chosen number of battle dice and add half of them, rounded down, to the damage roll.

Flourish
Prerequisite: 11th level
You can use your action to perform a graceful maneuver with a melee weapon you are holding. Make a weapon attack against a creature. On a hit, expend up to five battle dice and add any number of them to the damage roll. Additionally, you can choose to inflict one of the following effects, plus an additional effect for each die you didn’t add to the damage roll:

  • If the target is Large or smaller, you knock it prone or push it 15 feet away from you.
  • If the target can make multiple attacks on its turn, it can make one fewer than normal, to a minimum of one.
  • The target has disadvantage on the next attack roll, ability check, or saving throw it makes.
  • The target can’t take reactions until the start of its next turn. If it has Legendary Actions, it can take one fewer before the start of its next turn.
  • The target drops one item of your choice that it’s holding. The object lands at its feet.

Focused Assault
Prerequisite: 11th level
You can use your action to initiate a series of rapid strikes. Make a weapon attack against a creature. On a hit, you can expend one battle die to attack the target again. You can continue expending battle dice and attacking the target, up to a maximum of five attacks, until you miss. On each hit after the first, add a battle die to the damage roll.

Stunning Blow
Prerequisite: 11th level
You can use your action to make a weapon attack against a creature, attempting to stun it with the force of the blow. On a hit, you expend five battle dice and add them to the damage roll. The target you hit must succeed on a Constitution saving throw or be stunned for up to 1 minute. A creature stunned by this maneuver makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer stunned.

Wounding Strike
Prerequisite: 11th level
You can use your action and make a weapon attack against a target, attempting to deal a bleeding wound. On a hit, you expend two, four, or six battle dice, and add half of them to the damage roll. The target suffers a bleeding wound for every two dice you expended. Constructs, Oozes, and Undead can’t get bleeding wounds. While the target has one or more bleeding wounds, it loses hit points at the start of each of its turns equal to one roll of your battle die for each wound. The creature can use an action to staunch the bleeding of all of its wounds. While a target is bleeding, it can’t regain lost hit points.

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