Vagabond
Vagabond Features
Subclasses
Maneuver Options
Downloadable PDF
A Vagabond’s only home is the open road. Their endless journey would leave others dead on the roadside, but they endure through a desperate will to survive and a mastery of fierce combat maneuvers.
Endless Wanderers
Vagabonds drift between taverns and backwoods villages on an endless, wandering journey. Some choose the unrooted lifestyle, but many more were driven from their homes, never to return. Whether a particular Vagabond is a dangerous fugitive, penniless vagrant, or devout pilgrim is a secret known only to them. After all, anonymity is a precious boon for the road-weary.
Desperate Maneuvers
Their long journeys instill a feeling of desperation in Vagabonds. They’re desperate to continue, to reach their destinations. But most of all, they’re desperate to survive. When a Vagabond is backed into a corner, they fight like a crazed animal, slashing wildly, biting and scratching if
necessary.
But they also learn more practical tools for survival. Vagabonds pick up maneuvers from traveling companions and warriors they encounter on their globe-spanning travels. Those who survive on the open road long enough accrue a deadly arsenal of combat techniques.
Core Vagabond Traits
Primary Ability | Strength or Dexterity |
Hit Point Die | D10 per Vagabond Level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Stealth, and Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, 4 Handaxes, Explorer’s Pack, and 15 GP; (B) Studded Leather Armor, 2 Scimitars, Longbow, 20 Arrows, Quiver, Explorer’s Pack, and 13 GP; or (C) 170 GP |
Becoming a Vagabond…
As a Level 1 Character
- Gain all of the traits in the Core Vagabond Traits table.
- Gain the Vagabond’s level 1 features, which are listed in the Vagabond Features table.
As a Multiclass Character
- Gain the following traits from the Core Vagabond Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Vagabond’s level 1 features, which are listed in the Vagabond Features table.
Vagabond Class Features
As a Vagabond, you gain the following class features when you reach the specified Vagabond levels. These features are listed in the Vagabond Features table.
Vagabond Features
Level | Prof. Bonus |
Features | Weapon Mastery |
Maneuvers | Battle Dice |
---|---|---|---|---|---|
1 | +2 | Secret, Battle Tactics, Weapon Mastery | 2 | 3 | 2d6 |
2 | +2 | Breather, Desperate Attack | 2 | 4 | 2d6 |
3 | +2 | Vagabond Subclass, Overexertion | 2 | 5 | 3d6 |
4 | +2 | Ability Score Improvement | 3 | 5 | 3d6 |
5 | +3 | Extra Attack | 3 | 5 | 3d8 |
6 | +3 | Subclass feature | 3 | 6 | 3d8 |
7 | +3 | Mettle | 3 | 6 | 4d8 |
8 | +3 | Ability Score Improvement | 3 | 6 | 4d8 |
9 | +4 | Last Stand | 3 | 7 | 5d8 |
10 | +4 | Subclass feature | 4 | 7 | 5d8 |
11 | +4 | Desperate Fury | 4 | 7 | 5d10 |
12 | +4 | Ability Score Improvement | 4 | 8 | 5d10 |
13 | +5 | Tenacity | 4 | 8 | 6d10 |
14 | +5 | Subclass feature | 4 | 8 | 6d10 |
15 | +5 | Desperate Survival | 4 | 9 | 7d10 |
16 | +5 | Ability Score Improvement | 4 | 9 | 7d10 |
17 | +6 | Deft Maneuver | 4 | 9 | 7d12 |
18 | +6 | Subclass feature | 4 | 10 | 7d12 |
19 | +6 | Epic Boon | 4 | 10 | 8d12 |
20 | +6 | Martial Recovery | 4 | 10 | 8d12 |
Level 1: Secret
For a reason that you keep utterly secret, you have committed to a life of endless travel. Choose this secret from the following options.
Avenger. You are on a mission to exact vengeance. You gain a bonus to Initiative rolls equal to your Constitution modifier (minimum bonus of +1).
Additionally, choose up to five specific creatures that you wish to seek revenge against. You must know these creatures’ names or must otherwise have enough information to identify them. Your attacks with weapons and Unarmed Strikes against the chosen creatures deal an extra 1d8 damage on a hit. The damage is the same type dealt by the weapon or Unarmed Strike.
Cursed. You have been cursed by an item that you must always keep at your side. You have one of the following magic items of your choice: Cloak of Elvenkind,
Cloak of Protection, Gloves of Swimming and Climbing, Helm of Telepathy, Ring of Jumping, or Stone of Good Luck. You might have a different item of the GM’s choice. If this item is more than 5 feet away from yourself, you have Disadvantage on D20 Tests.
Dying. A terminal, possibly magical, affliction has gripped you. When you roll Initiative and aren’t Bloodied, you can drop to a number of Hit Points equal to half your maximum and become Bloodied. Additionally, you have Advantage on Death Saving Throws.
Faction Agent. You are secretly a member of an organization, such as a Thieves’ Guild or a secret society. You gain proficiency and Expertise with any skill of your choice. Additionally, you gain proficiency in one tool and learn one language of your choice.
False Identity. You magically conceal your true appearance. You can cast Disguise Self without a spell slot or components. When you cast the spell using this
secret, you can only change your appearance to match a pre-established second identity. Whenever you gain a Vagabond level, you can change how this second identity looks when you cast the spell in this way.
Additionally, when you choose this secret, choose one falsehood about yourself. This falsehood can be a single lie or an entire false history. You never need to make a Deception check for this falsehood.
Fugitive. You are being hunted. You might be fleeing the authorities, a wayward assassin, or a supernatural force. Your Speed increases by 5 feet. Additionally, once per turn, you can give a creature Disadvantage on an Opportunity Attack it makes against you.
Heretic. You hold a forbidden belief or honor a sinister deity. You gain proficiency in the Arcana and Religion skills. You also learn two cantrips of your choice from the Warlock spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this secret (choose the ability when you select the secret).
Monstrous. You conceal an abominable side that emerges when you’re injured. You might be afflicted with lycanthropy, an eldritch curse, or vampirism. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. Additionally, while you are Bloodied, your size is Large and you have Advantage on Strength checks and saving throws.
Nobility. You are of noble descent, now disgraced or disowned. You gain proficiency in the History and Persuasion skills. Additionally, you can take the Influence action as a Bonus Action.
Level 1: Battle Tactics
You learn maneuvers that are fueled by special dice called Battle Dice.
Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the Battle Dice column of the Vagabond Features table.
Maneuvers. You can expend Battle Dice to perform maneuvers. You learn three maneuvers of your choice for which you meet the prerequisites. Battle Edge, Dig Deep, and Rampage are recommended. Maneuvers are described in the “Maneuver Options” section later on in the class’s description. You gain additional maneuvers as you gain levels in this class, as shown in the Maneuvers column of the Vagabond Features table. If another Vagabond feature gives you a maneuver, that maneuver doesn’t count against your number of maneuvers known. Whenever you gain a Vagabond level, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Vagabond levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Vagabond Features table.
Level 2: Breather
As an action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll plus your Constitution modifier minimum of 1 Hit Point).
Level 2: Desperate Attack
You have Advantage on attack rolls while you are Bloodied.
Level 3: Vagabond Subclass
You gain a Vagabond subclass of your choice. A subclass is a specialization that grants you features at certain Vagabond levels. For the rest of your career, you gain each of your subclass’s features that are of your Vagabond level or lower.
Level 3: Overexertion
If you have no Battle Dice remaining, you can regain one Battle Die to immediately expend it and use a maneuver or Vagabond feature. When you do so, you take Necrotic damage equal to one roll of the Battle Die. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Vagabond levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7: Mettle
Your determination allows you to shrug off effects that would otherwise harm you. When you’re subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Level 9: Last Stand
When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to twice your
Vagabond level.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 11: Desperate Fury
While you are Bloodied, your attacks with weapons and Unarmed Strikes deal an extra 1d8 damage on a hit. The damage is the same type dealt by the weapon or Unarmed Strike.
Level 13: Tenacity
If you fail a saving throw to avoid or end a condition on yourself, you can expend one Battle Die to reroll the save and add the Battle Die to the roll. You must use the new roll.
Level 15: Desperate Survival
While you are Bloodied, Critical Hits against you instead miss unless you have the Incapacitated condition.
Level 17: Deft Maneuver
You gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver.
Level 18: Wayworn
You are always considered Bloodied for the purpose of your Vagabond features.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Martial Recovery
You can take a Bonus Action to regain all of your expended Battle Dice.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Maneuver Options
The maneuvers appear in order of Vagabond prerequisite level, then in alphabetical order.
Battle Edge
When you hit a creature with an attack using Strength or Dexterity, you can expend one Battle Die as a Bonus Action to improve the damage roll. Add the Battle die and your Strength or Dexterity modifier (whichever you don’t already add, minimum of 1) to the attack’s damage roll.
Bear Hug
When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to attempt to grapple the target. Roll the Battle Die. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and the target subtracts the Battle Die from its saving throw to avoid or end the Grappled condition.
Bull Rush
If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you can expend one Battle Die as a Bonus Action to perform a Bull Rush. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Challenge
When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to goad the target into attacking you. Add the Battle Die to the attack’s damage roll. Until the start of your next turn, the target has Disadvantage on attack rolls against creatures other than you while you are within 5 feet of the target.
Dig Deep
As a Bonus Action, you can expend one Battle Die to gain Temporary Hit Points equal to the number rolled on the die plus your Constitution modifier.
Dodge Roll
You can expend one Battle Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and is unaffected by Difficult Terrain.
Eagle Eye
Once per turn when you miss with a ranged attack roll, you can expend one Battle Die and add it to the attack roll, potentially causing the attack to hit.
Effortless Dodge
As a Bonus Action, you can expend one Battle Die to take the Disengage or Dodge action. You can’t use this maneuver while wearing Medium or Heavy armor.
Heel-Cutter
When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to prevent the target from escaping. Add the Battle Die to the attack’s damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.
Horrific Strike
When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to terrify the target. Add the Battle Dice to the attack’s damage roll. The target has the Frightened condition until the end of your next turn.
Iron Wall
As a Bonus Action, you can expend one Battle Die to fortify yourself. The next time you are hit by an attack within the next minute, roll the Battle Die and add the
number rolled to your AC against this attack, potentially causing it to miss. This effect ends early if you have the Incapacitated condition. You must be wearing Heavy armor to use this maneuver.
Knack
When you fail an ability check using a skill in which you have proficiency, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.
Lightning Reflexes
When you roll Initiative, you can expend one Battle Die immediately after regaining your Battle Dice. Add the Battle Die to your Initiative roll. You can’t use this maneuver if you have the Incapacitated condition.
Rampage
Once on each of your turns, immediately after you reduce an enemy to 0 Hit Points or score a Critical Hit with a melee attack roll, you can expend one Battle Die to move up to your Speed and make a melee attack (no action required). On a hit, you add the Battle Die to the attack’s damage roll.
Skirmish
When you make an attack using a weapon, you can expend one Battle Die as a Bonus Action to make an attack using a weapon later on the same turn. One attack must be a melee attack roll and the other must be a ranged attack roll.
Staggering Strike
When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack’s damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.
Blinding Attack
Prerequisite: Vagabond Level 5
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to attempt to blind the target. Add the Battle Dice to the attack’s damage roll. The target must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.
Coup de Grâce
Prerequisite: Vagabond Level 5
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to attempt to execute the target. Add the Battle Dice to the attack’s damage roll. If you reduce the target to 0 Hit Points, you regain one expended Battle Die
Ruinous Blow
Prerequisite: Vagabond Level 5
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to sunder its defenses. Add the Battle Dice to the attack’s damage roll. The target has a −3 penalty to AC until the end of your next turn.
Wounding Strike
Prerequisite: Vagabond Level 5
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Battle Dice as a Bonus Action to deal the target a bleeding wound. Add the Battle Dice to the attack’s damage roll. A creature with a bleeding wound can’t regain Hit Points and takes Necrotic damage equal to a roll of your Battle Die for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds.
Flourish
Prerequisite: Vagabond Level 11
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend three Battle Dice to perform a graceful flourish. Add the Battle Dice to the attack’s damage roll. Choose two of the following effects.
- The target has Disadvantage on its next D20 Test before the start of your next turn.
- If the target can make multiple attacks on its turn, it makes one fewer attack than normal, to a minimum of one. You choose which attack is interrupted.
- The target can’t make Opportunity Attacks until the start of its next turn. If it has Legendary Actions, it loses one use until the start of its next turn.
- The target drops one object of your choice that it’s holding, with the object landing in a space you choose up to 15 feet away from the target.
Riposte
Prerequisite: Vagabond Level 11
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend three Battle Dice as a Bonus Action to enter a defensive stance against it. Add the Battle Dice to the attack’s damage roll. Once before the start of your next turn, when the target makes an attack against you, you can take a Reaction to make one attack with a weapon against the attacker. Resolve your attack before the triggering attack. On a hit, its attack automatically misses you.
Stunning Blow
Prerequisite: Vagabond Level 11
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend three Battle Dice as a Bonus Action to attempt to stun the target. Add the Battle Dice to the attack’s damage roll. The target must succeed on a Constitution saving throw or have the Stunned condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.
Whirlwind
Prerequisite: Vagabond Level 11
When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend three Battle Dice to make up to three extra melee or ranged attacks using a weapon. Each attack must be against a different target within the weapon’s range that you haven’t attacked this turn. On a hit with one of these extra attacks, add a Battle Die to the damage roll.
Vagabond Subclasses
A Vagabond subclass is a specialization that grants you features at certain Vagabond levels, as specified in the subclass.
Name | Description |
Houndmaster | A wanderer, inseparable from their dog |
Mage Brand | Burns their body with magical runes to command minor magic |
Rōnin | A dangerous and disgraced knight |
It says martyr level in the core vagabond traits hit dice instead of vagabond level
Good catch! Fixed.