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Životy

Kostky životů 1d10 za úroveň

Odbornosti

STR , CON

Vagabond

Úroveň Bonus odbornosti Vlastnosti Weapon Mastery Maneuvers Battle Dice
1 + 2 Secret Battle Tactics Weapon Mastery 2 3 {@dice 2d6}
2 + 2 Secret Battle Tactics Weapon Mastery 2 4 {@dice 2d6}
3 + 2 Secret Battle Tactics Weapon Mastery 2 5 {@dice 3d6}
4 + 2 Secret Battle Tactics Weapon Mastery 3 5 {@dice 3d6}
5 + 3 Secret Battle Tactics Weapon Mastery 3 5 {@dice 3d8}
6 + 3 Secret Battle Tactics Weapon Mastery 3 6 {@dice 3d8}
7 + 3 Secret Battle Tactics Weapon Mastery 3 6 {@dice 4d8}
8 + 3 Secret Battle Tactics Weapon Mastery 3 6 {@dice 4d8}
9 + 4 Secret Battle Tactics Weapon Mastery 3 7 {@dice 5d8}
10 + 4 Secret Battle Tactics Weapon Mastery 4 7 {@dice 5d8}
11 + 4 Secret Battle Tactics Weapon Mastery 4 7 {@dice 5d10}
12 + 4 Secret Battle Tactics Weapon Mastery 4 8 {@dice 5d10}
13 + 5 Secret Battle Tactics Weapon Mastery 4 8 {@dice 6d10}
14 + 5 Secret Battle Tactics Weapon Mastery 4 8 {@dice 6d10}
15 + 5 Secret Battle Tactics Weapon Mastery 4 9 {@dice 7d10}
16 + 5 Secret Battle Tactics Weapon Mastery 4 9 {@dice 7d10}
17 + 6 Secret Battle Tactics Weapon Mastery 4 9 {@dice 7d12}
18 + 6 Secret Battle Tactics Weapon Mastery 4 10 {@dice 7d12}
19 + 6 Secret Battle Tactics Weapon Mastery 4 10 {@dice 8d12}
20 + 6 Secret Battle Tactics Weapon Mastery 4 10 {@dice 8d12}

Vlastnosti třídy

Úroveň 1

Secret
Battle Tactics
Weapon Mastery

Úroveň 10

Subclass Feature

Úroveň 11

Desperate Fury

Úroveň 12

Ability Score Improvement

Úroveň 13

Tenacity

Úroveň 14

Subclass Feature

Úroveň 15

Desperate Survival

Úroveň 16

Ability Score Improvement

Úroveň 17

Deft Maneuver

Úroveň 18

Wayworn

Úroveň 19

Epic Boon

Úroveň 2

Desperate Attack
Breather

Úroveň 20

Martial Recovery

Úroveň 3

Vagabond Subclass
Overexertion

Úroveň 4

Ability Score Improvement

Úroveň 5

Extra Attack

Úroveň 6

Subclass Feature

Úroveň 7

Mettle

Úroveň 8

Ability Score Improvement

Úroveň 9

Last Stand

Odbornosti

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Počáteční vybavení

Vlastnosti třídy

Secret (Level 1)

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 in this way, 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 can recite it perfectly. 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 Attacks 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.

Battle Tactics (Level 1)

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.

Weapon Mastery (Level 1)

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.

Desperate Attack (Level 2)

You have Advantage on attack rolls while you are Bloodied.

Breather (Level 2)

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).

Vagabond Subclass (Level 3)

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.

Overexertion (Level 3)

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.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Subclass Feature (Level 6)

You gain a feature from your Vagabond Subclass.

Mettle (Level 7)

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.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Last Stand (Level 9)

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.

Subclass Feature (Level 10)

You gain a feature from your Vagabond Subclass.

Desperate Fury (Level 11)

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.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Tenacity (Level 13)

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.

Subclass Feature (Level 14)

You gain a feature from your Vagabond Subclass.

Desperate Survival (Level 15)

While you are Bloodied, Critical Hits against you instead miss unless you have the Incapacitated condition.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Deft Maneuver (Level 17)

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.

Wayworn (Level 18)

You are always considered Bloodied for the purpose of your Vagabond features.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Martial Recovery (Level 20)

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.

Multitřídy

Získané odbornosti

Armor light , medium , shield
Weapons martial

Podtřídy

Adrenaline Junkie
ValdaSpire24Extras
Brigand
ValdaSpire24Extras
Daggermark
ValdaSpire24
Digital Nomad
DarkMatter24
Dragon Banner
ValdaSpire24
Eagle Banner
ValdaSpire24
Experiment X
DarkMatter24
Feylost
ValdaSpire24Extras
Gourmand
ValdaSpire24Extras
Houndmaster
ValdaSpire24Extras
Jolly Roger
ValdaSpire24
Knight Errant
ValdaSpire24Extras
Plague Doctor
ValdaSpire24Extras
Pugilist
ValdaSpire24Extras
Rōnin
ValdaSpire24Extras
Siegeball Jersey
ValdaSpire24Extras
Tower Banner
ValdaSpire24
Troubadour
ValdaSpire24Extras
Yellow Sign
ValdaSpire24Extras

Vlastnosti podtřídy

Adrenaline Junkie

Adrenaline Junkie (Level 3)

Live Fast, Die Young

Adrenaline Junkies live for the thrill, taking on increasingly death-defying stunts until they grow bored of it all or it kills them. Some subscribe to a grim fatalism, whereas others indulge in excitement-laden decadence.

Switching to Adrenaline Junkie

When you gain a Vagabond level, you can switch your subclass to Adrenaline Junkie from any other subclass. You might choose to do so, for example, if you chose the Avenger Secret and you have successfully exacted vengeance against all of your targets or if you abandon your vows as a Knight Errant.

Adrenaline

Whenever you begin your turn while you are Bloodied, you gain an Adrenaline Battle Die, which is a d6. You can only have one such Battle Die at a time, which is lost if you are no longer Bloodied.

Stim Potion

When you finish a Long Rest, you can brew a number of Stim Potions, invigorating concoctions of herbs, equal to your Constitution modifier. These potions retain potency until you finish a Long Rest, after which they become inert.

When you drink a Stim Potion as a Bonus Action and at the start of each of your subsequent turns for 1 minute, you can choose one of the following benefits (no action required). When you use one of these benefits, you take Necrotic damage equal to one roll of your Battle Die. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points.

Bullet Time

The next attack made against you before the start of your next turn has Disadvantage.

Hyper Focus

You have Advantage on the next attack roll you make before the end of your turn.

Rush

You take the Dash or Disengage action (no action required).

Live Fast (Level 6)

Your reckless exploits grant you the following benefits.

Insane Stunt

You gain Heroic Inspiration whenever you make an ability check using Strength, Dexterity, or Constitution that has Disadvantage due to its impracticality, danger, or challenge.

Tuck and Roll

You take no damage from falling 60 feet or less.

Daredevil (Level 10)

While you are Bloodied, you can take a Reaction when a creature you can see misses you with an attack to gain Temporary Hit Points equal to half your Vagabond level plus your Constitution modifier.

Adrenaline High (Level 14)

Your Adrenaline Battle Dice are d8s. Additionally, you gain two Adrenaline Battle Dice at the start of each of your turns while you are Bloodied and one Adrenaline Battle Die while you aren't Bloodied.

Brigand

Brigand (Level 3)

Take What You Need at Knifepoint

Brigands encompass all manner of highwaymen, pirates, raiders, and dastardly folk. No tactic, no matter how heinous, is off the table for a band of Brigands, whether that means roadside ambushes or taking hostages at knifepoint. Ultimately, most Brigands are driven to their thievery through desperation; it is fitting that they leave others as few choices as were afforded to them.

Ambush [Maneuver]

When you roll Initiative, you can expend one Battle Die immediately after regaining your Battle Dice to draw up to two weapons and make one weapon attack. You can't use this maneuver if you have the Incapacitated condition.

Craven

When a creature you can see misses you with a melee attack roll, you can take a Reaction to move 5 feet without provoking Opportunity Attacks.

Take Hostage (Level 6)

When you hit a Medium or smaller creature with an attack using a melee weapon or an Unarmed Strike and reduce the target to a number of Hit Points less than or equal to twice your Vagabond level, you can take a Bonus Action to hold the target hostage. While held hostage, the target has the Grappled and Incapacitated conditions.

While holding a creature hostage, you have Three-Quarters Cover. Attacks that miss you hit the hostage instead. Additionally, you have Advantage on Charisma (Intimidation) checks against the hostage's allies.

You can take a Reaction in response to any creature's action to release the hostage or attack it with a weapon you are holding.

Underhanded Blow (Level 10)

When you hit a creature with an attack roll, you can give the target Disadvantage on attacks it makes before the start of your next turn.

Once you use this feature, you can't use it again until you roll Initiative or finish a Short or Long Rest.

Cutthroat (Level 14)

Ruthlessness is second-nature to you. When you hit a creature with an attack roll and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can roll each damage die up to a maximum of four times.

Daggermark

Daggermark (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Use Stealth and Subterfuge to Achieve Victory

Captains that bear the Daggermark—a tattoo, scar, or insignia representing a blade—utilize stealth and clandestine tactics to defeat their foes. Though they prefer ambushes and assassinations, they may acquiesce to direct confrontation if they have an underhanded tactic up their sleeve to safeguard victory. These Captains might be leaders in a Thieves' Guild, career assassins, or bandit captains that mark their closest confidants with the Daggermark to induct them into their ranks.

Covert Tactics

Your experience in striking from the shadows grants you the following benefits.

Roguish Proficiencies

You gain proficiency with the Sleight of Hand and Stealth skills.

Charismatic Initiative

You gain a bonus to Initiative rolls equal to your Charisma modifier (minimum bonus of +1).

Quick Hide

You can take the Hide action as a Bonus Action.

Effortless Dodge [Maneuver]

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.

Flanking Strike (Level 6)

When you hit a creature with an attack using a weapon, the next attack roll made by an ally against the target before the end of your next turn has Advantage.

Evasion (Level 10)

You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity 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. Your Cohort also gains the benefits of this feature.

Preemptive Strike (Level 14)

When a creature you can see within 30 feet 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.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Digital Nomad

Digital Nomad (Level 3)

Wander the Infinite Realms of Cyberspace

Digital Nomads are Vagabonds that wander Cyberspace, a neon plane of data that exists between Arcane Terminals on vast planetary networks. In their travels, they adopt the jargon and techniques of digital natives—a lexicon of points, games, and code. Even while far removed from a Datapad, these game systems follow them and ascribe points to every action they take on a vast leaderboard.

High Score

Your connection to Cyberspace quantifies your success in combat through a system of Score Points.

Score Points

You have a pool of Score Points that starts at 0, representing your achievements in combat. If you don't gain or spend Score Points for 1 minute, your Score Points reset to 0.

Gaining Points

You gain Score Points for fulfilling conditions as shown on the Gaining Score Points table.

Spending Points

You can spend Score Points (no action required) to gain the benefits shown in the Spending Score Points table.

Gaining Score Points
ConditionScore Points Gained

Rolling Initiative

Points equal to twice your Vagabond level

Reducing an enemy to 0 Hit Points

Points equal to your Vagabond level

Roll a Battle Die for a Maneuver

Points equal to the number rolled on the Battle Die

Spending Score Points
Score Point CostBenefit

10

Aimbot. You gain Advantage on an attack roll.

15

Power-Up. You regain an expended Battle Die. You can only use this benefit once per turn.

5

Turbo. You take the Dash or Disengage action as a Bonus Action.

15

Weak Point. When you use a Maneuver that adds one or more Battle Dice to a damage roll, you add one additional die without expending it.

Technophile

Your familiarity with Cyberspace grants you the following benefits.

Machine Code

You know Machine Code, the native code-language of machines. Due to this language, you know the Technomancy cantrip.

Programming Training

You gain proficiency and Expertise in the Data skill.

Multiplayer (Level 6)

Once on each of your turns when you spend Score Points, you can give an ally within 15 feet of yourself that can see or hear you Advantage on the next attack roll it makes before the end of its next turn.

Desperate Regen (Level 10)

While you're Bloodied, you can take a Bonus Action to expend any number of Score Points and regain the same number of Hit Points, up to half your Hit Point maximum.

Cheat Code (Level 14)

You can spend 50 Score Points on your turn to use one of the following Cheat Codes (no action required). Once you use this feature, you can't use it again until you finish a Long Rest.

God Mode

Until the start of your next turn, you have Immunity to Bludgeoning, Piercing, and Slashing damage, Resistance to all other damage types, and Advantage on saving throws.

Instakill

Until the start of your next turn, if you deal damage to a creature that has 50 Hit Points or fewer after taking damage, it dies. Otherwise, it takes an extra Necrotic damage equal to four rolls of your Battle Die.

Dragon Banner

Dragon Banner (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 6: Martial Recovery. Replace "all of your expended Battle Dice" with "three of your expended Battle Dice."

Level 14: Coup de Grâce [Maneuver]. You learn the Coup de Grâce maneuver. If you already know it, you learn a different maneuver of your choice.

Defeat Your Foes with an Arsenal of Maneuvers

Captains under the Dragon Banner are a scourge upon the battlefield. Armed with an array of lethal maneuvers, these captains cut through lesser combatants with ease, turning the tides of battle on their own, if needed. The visage of the Dragon Banner inspires fear and loyalty in equal measure, for the carnage left in a dragon warrior's wake speaks volumes of their skill.

Critical Focus

You enter a flow state in combat, granting you the following benefits.

Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Chain Critical

Whenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, your Critical Hit range increases. After the first such attack, your attacks score a Critical Hit on a roll of 18-20 on the d20; after the second, you score a Critical Hit on a roll of 17-20; after the third, you score a Critical Hit on a roll of 16-20. Your Critical Hit range resets after 1 minute or when you have the Incapacitated condition.

Rampage [Maneuver]

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.

Martial Recovery (Level 6)

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 Long Rest.

Bloody Spectacle (Level 10)

Whenever you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, you can strike terror into nearby foes. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw against your Maneuver save DC. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Coup de Grâce [Maneuver] (Level 14)

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, this maneuver doesn't expend any Battle Dice.

Eagle Banner

Eagle Banner (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Deliver Shots with Pinpoint Accuracy

With sharp eyes and even sharper arrows, Captains of the Eagle Banner seek to master bows, slings, and ballistae alike. Such Captains are just as dangerous in close range as they are perched on the horizon, for they can accurately deliver an arrow or a crossbow bolt at point blank range.

Eagle Eye [Maneuver]

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.

Close-Quarters Shooting

Being within 5 feet of an enemy doesn't impose Disadvantage on your ranged attack rolls with Ranged weapons. Your Cohort also gains the benefits of this feature.

Vantage Point (Level 6)

Your skill at scaling walls and gaining a perch above your foes grants you the following benefits.

Climb Speed

You have a Climb Speed equal to your Speed.

High Ground Shot

When you make a ranged attack roll from an elevation of 15 feet or more above the target, you have Advantage on the roll.

Counter-Shot [Maneuver] (Level 10)

When an enemy you can see hits a creature with a ranged attack roll, you can take a Reaction and expend one Battle Die to attempt to intercept the attack. You must be holding a Ranged weapon and the creature must be within your weapon's range to use this maneuver. Subtract the Battle Die from the attack roll, potentially causing it to miss.

Hundred-Arrow Volley (Level 14)

When you take the Attack action with a Ranged weapon, you can replace one of your attacks with a flurry of projectiles in one of the following ways.

Arrow Rain

Choose a point within your weapon's range. You launch several projectiles that rain down in a 10-foot-radius, 40-foot-high Cylinder centered on that point. Make a separate ranged attack roll against each target in that Cylinder.

Scatter Shot

You launch several projectiles in a 20-foot Cone. Make a separate ranged attack roll against each target in that Cone.

Experiment X

Experiment X (Level 3)

Weird Science and Magical Mutations

In a secret laboratory, unscrupulous magical scientists meddle in the affairs of gods. Their subjects are tormented with arcane serums and invasive tests until their very genetics give way and unlock untold power.

You were one such experiment, now escaped. Though you might not recall the faces of your captors, you know what they did to you and that you'll never be the same.

Bloody Rampage

You learn the Rampage maneuver. If you already know it, you learn a different maneuver of your choice.

Additionally, you can use Rampage when you deal damage that causes a creature to become Bloodied.

Mutations

You gain one of the following mutations of your choice. Whenever you gain a Vagabond level, you can replace the chosen mutation with a different one.

Acid Spit

When you take the Attack action on your turn, you can replace one of your attacks with a lob of acid from your mouth. This is a special ranged attack with a range of 60 feet. You are proficient with it, and you use your Dexterity modifier for its attack and damage rolls. On a hit, the target takes 1d8 Acid damage. This damage increases by 1d8 when you reach character levels 5 (2d8), 11 (3d8), and 17 (4d8).

Adamantine Claws

You have retractable metal claws embedded in your hands. These claws use the statistics of Scimitars. Whenever you would normally be able to draw a weapon, you can extend the claws from one or both of your hands, and you can retract them when you could normally stow a weapon. You can't be disarmed of these claws. You can't hold or otherwise manipulate a weapon, Shield, or other object with a hand that has extended claws.

You have a bonus to attack and damage rolls with the claws when you reach certain Vagabond levels. This bonus is +1 at level 5, +2 at level 11, and +3 at level 17.

Extra Limbs

You have a second pair of arms beneath your normal arms. These arms are fully functional and can be used to hold weapons and Shields (allowing you to wield two Two-Handed weapons, or four one-handed weapons), perform Somatic components of spells, and perform other actions, though the arms themselves don't grant you any additional actions.

Arcane Mutation (Level 6)

You gain one of the following mutations of your choice. Whenever you gain a Vagabond level, you can replace the chosen mutation with a different one.

Invisibility

As a Bonus Action, you can expend one Battle Die to cast Invisibility on yourself without a spell slot. When you cast the spell in this way, its duration becomes 1 minute for that casting.

Spider Climb

As a Bonus Action, you can expend one Battle Die to cast Spider Climb on yourself without a spell slot. When you cast the spell in this way, its duration becomes 10 minutes for that casting.

Telepathy

You have telepathy with a range of 30 feet. Additionally, as a Bonus Action, you can expend one Battle Die to cast Detect Thoughts without a spell slot.

Exoskeleton (Level 10)

Your skin becomes supernaturally tough. When you're hit by an attack while you're Bloodied and not wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Constitution modifier.

Apex Mutation (Level 14)

You gain one of the following mutations of your choice. Whenever you gain a Vagabond level, you can replace the chosen mutation with a different one.

Accelerated Metabolism

As a Bonus Action, you can expend 3 Battle Dice to cast Haste on yourself without a spell slot.

Energy Blast

As a Magic action, you can expend 3 Battle Dice to unleash a burst of arcane energy. Choose the area this energy takes: a 30-foot Cone, a 20-foot Emanation originating from you, or a 60-foot-long, 5-foot-wide Line. Each creature in the area makes a Dexterity saving throw against your Maneuver save DC, taking 8d8 damage on a failed save or half as much damage on a successful one. The damage is Acid, Cold, Fire, Lightning, Poison, or Thunder (choose each time you use this benefit).

Monstrous Transformation

As a Bonus Action, you can expend 3 Battle Dice to shape-shift into a monstrous form for 1 minute. While shape-shifted, your type is Monstrosity and your Strength and Dexterity scores are 24.

Feylost

Feylost (Level 3)

Master Your Magical Mood Swings

The Feywild is a labyrinth of winding, magical paths, leading to delightful glades and nightmarish grottos alike. Mortals that wander there often become lost, vanishing for decades before returning without having aged a day. However, they return with infectious fey enchantments that sometimes overwhelm their minds and the minds of those nearby.

Fey Moods

Your time in the Feywild has afflicted you with magical mood swings known as Fey Moods that overtake you in desperate situations. When you take damage that causes you to become Bloodied, roll on the Fey Moods table. This mood lasts for 1 minute or until you are no longer Bloodied.

Fey Moods
d8Mood

1

Arrogant. Enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you.

2

Elated. At the start of each of your turns, you gain Temporary Hit Points equal to your Constitution modifier.

3

Fearful. Opportunity Attacks have Disadvantage against you.

4

Forlorn. When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead.

5

Manic. When you roll a 1 on the d20 for a D20 Test, the roll becomes a 20.

6

Paranoid. You have Advantage on Dexterity ability checks and saving throws.

7

Serene. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

8

Spiteful. When a creature deals damage to you, the next time you hit that creature with an attack before the end of your next turn, the target takes an extra 1d8 Force damage.

Frenzied Strike [Maneuver]

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 infect the target's mind. The creature has the Frenzied condition until the end of its next turn.

A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attacks if any creature provokes one.

Misty Pathways (Level 6)

You can cast Misty Step without a spell slot.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Irresistible Mood (Level 10)

When a creature deals damage to you that causes you to become Bloodied, you can take a Reaction to give the creature the Charmed or Frightened condition for 1 minute. The Charmed or Frightened target makes a Wisdom saving throw against your Maneuver save DC at the end of each of its turns, ending the condition on itself on a success.

Mercurial (Level 14)

As a Bonus Action, you can expend one Battle Die to activate any Fey Mood option of your choice. This mood lasts for 1 minute. If you already have a Fey Mood active or you become Bloodied while this mood is active, you can have both moods active at once.

Gourmand

Gourmand (Level 3)

Cook Monsters into Culinary Masterpieces

Gourmands travel the land in search of the perfect flavor. To this end, they scrounge up rare ingredients from far-off continents, hunt monsters for unique proteins, and tinker with their recipes wherever they travel.

Fine Cuisine

Your culinary experience grants you the following benefits.

Cook's Utensils

You gain proficiency with Cook's Utensils if you don't already have it.

Gentle Repose

You can cast Gentle Repose but only as a Ritual. Wisdom is yourspellcasting ability for it.

Monster Meal

As part of a Long Rest, you can prepare and eat a special meal if you have ingredients and Cook's Utensils on hand. You can prepare enough food for a number of creatures equal to half your Vagabond level plus your Constitution modifier. A creature that eats the food gains Temporary Hit Points equal to one roll of your Battle Die plus your Constitution modifier without expending it.

If you add ingredients taken from a monster, a creature that eats the meal also gains a related benefit as shown on the Monster Meal table until it finishes a Long Rest. You can add up to three monster ingredients to a single meal and gain the benefits of each. Generally, the amount of ingredients you can harvest from a single monster's corpse is sufficient for one meal.

Monster Meal
Creature TypeBenefit

Aberration

Strange Sushi. Any Critical Hit against you becomes a normal hit.

Celestial

Heavenly Trifle. The creature can add 1d4 to attack rolls and saving throws it makes.

Dragon

Wyvern Wings. The creature has a +2 bonus to AC.

Elemental

Maelstrom Stew. The creature's Speed increases by 10 feet.

Fey

Pixie Sticks. The creature has Immunity to the Charmed and Frightened conditions.

Fiend

Diablo Barbeque. The creature has Resistance to Cold and Fire damage.

Giant

Colossal Steak. The creature has Advantage on ability checks and saving throws using Strength.

Monstrosity

Dire Sandwich. The target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Ooze

Gelatinous Soup. The creature has Blindsight with a range of 10 feet.

Plant

Treant Salad. Difficult Terrain doesn't cost the creature extra movement.

Carve [Maneuver] (Level 6)

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 butcher the target. Add the Battle Dice to the attack's damage roll. If the creature's type is listed on the Monster Meal table, you gain the related benefit for 1 hour.

Quick Snack (Level 10)

At the start of each of your turns, you can eat a snack to use your Breather (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

You can also restore your use of it by expending one Battle Die (no action required).

Gourmet Ingredients (Level 14)

When you prepare your Monster Meal, you can choose one of the following benefits for each creature that eats the meal until it finishes a Long Rest.

Hero Sauce

The creature gains Heroic Inspiration. It can have this instance of Heroic Inspiration and another instance at one time.

Munchkin Spice

The creature chooses one of its ability scores, which increases by 2, to a maximum of 22.

Wish Bone

The creature can cast one spell of level 5 or lower that has a casting time of an action without a spell slot.

Houndmaster

Houndmaster (Level 3)

Travel the Land with a Good Dog at Your Side

Stretching ever onward, the road is grueling and unforgiving. But, as Houndmasters know, it need not be lonely. A single dog, mankind's most loyal companion, can make all the difference in the world. Houndmasters are never found without their dogs, who both serve as inseparable companions and fearsome defenders as the need arises.

Faithful Hound

Your loyal hound is always at your side. It uses the Hound stat block and the following rules.

The Hound in Combat

In combat, your hound acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the hound acts on its own and isn't limited to the Dodge action.

The Hound Dropping to 0 Hit Points

If the hound drops to 0 Hit Points, it has the Unconscious condition until you finish a Long Rest or it regains any Hit Points. When you finish a Short or Long Rest, it regains all of its Hit Points and loses this condition. See the sidebar "Does the Dog Die?" for information about losing or replacing your hound.

Does the Dog Die?

Your hound isn't just a minion to be sacrificed in combat. It's your most loyal companion and an integral component of your playstyle. Therefore, discuss with your GM how to handle losing your dog. It might be narratively impossible to lose your dog. Or the kidnapping or death of your dog might represent a pivotal moment in your story. You may even want to adopt another subclass, such as Adrenaline Junkie, during your dog's absence.

Hound

Sick 'Em! [Maneuver]

As a Bonus Action, you can expend one Battle Die to command your hound to attack a creature you can see within 40 feet of it. The hound moves up to its Speed without provoking Opportunity Attacks and makes one Bite attack against the target, adding the Battle Die to its attack and damage roll.

Desperate Companion

While you are Bloodied, your hound has Advantage on attack rolls.

Hound's Instincts (Level 6)

Your dog has a sixth sense for danger.

Blindsight

The hound has Blindsight with a range of 30 feet.

Supernatural Scent

The hound can sense if a creature is possessed, magically disguised, or shape-shifted.

Loyal Redirection (Level 10)

When a creature you can see hits your hound while it is within 5 feet of yourself with an attack roll, you can take a Reaction to force the attack to hit you instead. Alternatively, your hound can take a Reaction to use this feature to cause an attack that hits you to hit it instead.

Old Dog, New Tricks (Level 14)

Your dog has learned how to perform dangerous combat maneuvers.

Battle Dice

Your hound has two battle dice, which are d10s. A battle die is expended when your hound uses it. It regains all of its expended battle dice when it finishes a short or long rest, or when it rolls initiative.

Maneuvers

Your dog knows two of your maneuvers that don't have a prerequisite. The hound's Bite counts as using a Melee weapon for the purpose of maneuvers.

Saving Throws

If a maneuver requires a saving throw, it uses your Maneuver save DC.

Jolly Roger

Jolly Roger (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 10: Dirty Tactics. The Flank benefit applies to any ally, instead of your Cohort.

Command Your Crew on the High Seas

The skull and crossbones of the Jolly Roger need no introduction: it means thieves, brigands, treasure, and adventure on the high seas. Moreover, it means the strong backs of a crew working in unison, piloting a ship from horizon to horizon under the command of a fierce captain and their first mate.

Skirmish [Maneuver]

When you make an attack using a weapon, you can expend one Battle Die as a Bonus Action to make an attack using the same weapon or a different one later on the same turn. One attack must be a melee attack roll and the other must be a ranged attack roll.

Scallywag

You have a Swim Speed equal to your Speed, and your Cohort has a Swim Speed equal to its Speed.

Fancy Footwork (Level 6)

Your elegant swordplay puts enemies where you want them. Whenever you hit a creature of Large size or smaller with a Melee weapon, you can force the target to move to an unoccupied space within 5 feet of it, and you can move 5 feet. This movement doesn't provoke Opportunity Attacks.

Dirty Tactics (Level 10)

Once per turn when you hit a creature with a Melee weapon, you can use one of the following effects.

Flank

Your Cohort has Advantage on the next melee attack roll it makes against the target while you are within 5 feet of it before the end of your next turn.

Pocket Sand

The target has Disadvantage on its next attack roll before the end of your next turn.

Trip

The target has the Prone condition if it is Large or smaller.

All Hands on Deck (Level 14)

At your directive, your crew works in perfect unison. As a Bonus Action, you can issue a series of directives to allies within 30 feet of yourself that can see or hear you. Each ally has Advantage on the next D20 test it makes before the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a Long Rest.

Knight Errant

Knight Errant (Level 3)

Uphold Your Chivalrous Values

Knights that have failed, forsaken, or betrayed their masters are known as Knights Errant. Though they no longer follow the dictates of a lord, these knights are usually reluctant to abandon their vows of ethics entirely. Many wander the lands seeking out honorable quests and worthy adversaries, for disgraced knights are knights nonetheless.

Chivalrous Oath

Your knightly training grants you the following benefits.

Bonus Proficiencies

You gain proficiency in two of the following skills: Animal Handling, History, Insight, or Persuasion.

Heroic Resolve

When you roll Initiative, you gain Temporary Hit Points equal to your Vagabond level.

Unwavering Loyalty

You have Advantage on saving throws you make to avoid or end the Charmed or Frightened conditions.

Knight's Challenge

You learn the Challenge maneuver. If you already know this maneuver, you learn a different maneuver of your choice for which you meet the prerequisites.

When you use your Challenge maneuver, you can choose for it to last for 1 minute, instead of until the end of your next turn. When you do so, the effect ends early if you use this maneuver again, if you make an attack roll or cast a spell targeting any enemy other than the target, if an ally damages the target, or if you end your turn more than 30 feet away from the target.

Inspiring Battlecry (Level 6)

When you become Bloodied, you can give Heroic Inspiration to yourself and allies who can see or hear you within 30 feet of yourself (no action required).

Once you use this feature, you can't use it again until you finish a Long Rest.

Redirection (Level 10)

When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead. You have Resistance to Bludgeoning, Piercing, and Slashing damage dealt by the triggering attack.

Surge of Valor (Level 14)

You can take a Bonus Action to summon up a well of determination. Until the start of your next turn, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two Battle Dice (no action required).

Unbreakable

Whenever you take damage from an enemy, you can roll a Battle Die without expending it and reduce the damage taken by that roll.

Undaunted

Whenever you fail a D20 Test, you can roll a Battle Die without expending it and add it to the roll, potentially causing it to succeed.

Plague Doctor

Plague Doctor (Level 3)

Cure Sickness with Brutal Medical Practices

As maladies sweep the countryside, plague doctors follow close behind. Wielding brutal medical instruments and techniques to balance the humors, plague doctors inspire hope and fear in equal measure.

Physician

Your medical studies have taught you to bloodlet patients and balance their humors, granting you the following benefits.

Medical Training

You have proficiency and Expertise in the Medicine skill.

Diagnosis

You can take the Search action to determine if a creature you can see within 30 feet of yourself has the Poisoned condition, is Bloodied, or is afflicted by a magical contagion. You sense the source of the Poisoned condition, the nature of its wounds, and the magical contagion in each case.

Remedy [Maneuver]

As a Bonus Action on your turn, you can expend one Battle Die to choose one ally within 5 feet of yourself. That creature regains Hit Points equal to two rolls of your Battle Die plus your Constitution modifier. Additionally, you can end one of the following conditions on the ally: Blinded, Deafened, Paralyzed, or Poisoned.

Imbalance Humors (Level 6)

Once on each of your turns when you hit a creature with an attack using a weapon or Unarmed Strike, you can imbalance its humors using one of the following options. Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Choleric

Until the start of your next turn, the target has Advantage on attack rolls and attack rolls against it also have Advantage.

Melancholic

The target has Disadvantage on the next D20 Test it makes before the start of your next turn.

Phlegmatic

The target can't make Opportunity Attacks until the start of its turn.

Sanguine

The next time the target takes damage before the start of your next turn, it takes extra Necrotic damage equal to one roll of your Battle Die without expending it.

Analgesic Remedy (Level 10)

When you use your Remedy maneuver, you can give yourself or the ally Temporary Hit Points equal to your Vagabond level.

Bloodletting (Level 14)

You learn the Wounding Strike maneuver. If you already know it, you learn a different maneuver of your choice.

You can use your Wounding Strike maneuver by expending 1-3 Battle Dice. You add only one Battle Die to the attack's damage roll, but the target gains a number of bleeding wounds equal to the number of Battle Dice expended.

Pugilist

Pugilist (Level 3)

Crush Foes with Your Fists

Knuckles crack and a meaty fist rears back to crush bone. Pugilists are hand-to-hand brawlers with a tolerance for pain and a willingness to inflict it at a moment's notice. Unlike martial artists that emphasize speed and precision, Pugilists leverage brute force in their blows. Why strike several times when once will do?

Hand-to-Hand

Your body is a deadly weapon, granting you the following benefits.

Unarmed Strike

You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die becomes 1d8 at Vagabond level 5, 1d10 at Vagabond level 11, and 1d12 at Vagabond level 17. At Vagabond level 6, your Unarmed Strike can deal your choice of Force damage or its normal damage type.

Brute Force

The first creature you hit on each of your turns with an Unarmed Strike takes extra damage equal to a roll of your Unarmed Strike damage die.

Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Shrug Off [Maneuver]

When you take damage, you can take a Reaction and expend one Battle Die to reduce the damage taken by the number rolled on the Battle Die.

Intimidating Blow (Level 6)

You learn the Horrific Strike maneuver. If you already know it, you learn a different maneuver of your choice.

When you use Horrific Strike, you can perform a frightening display in a 10-foot Emanation originating from you. Each creature you choose in the Emanation must succeed on a Wisdom saving throw against your Maneuver save DC or have the Frightened condition until the start of your next turn.

Desperate Endurance (Level 10)

When you fail a saving throw while you are Bloodied, you can choose to succeed instead.

Once you use this feature, you can't use it again until you finish a Long Rest.

Knockout [Maneuver] (Level 14)

When you hit a creature with an Unarmed Strike, you can expend three Battle Dice as a Bonus Action to attempt to knock the target out. Add the Battle Dice to the attack's damage roll. If the target has fewer Hit Points than three times your Vagabond level after taking damage, it has the Unconscious condition until it regains any Hit Points or finishes a Long Rest.

Rōnin

Rōnin (Level 3)

Master the Sword to Survive in a Harsh World

You were once an honorable blademaster without peer. But those days are long gone. Disgraced and despised, people know you only as a dangerous swordmaster—someone to be feared. You may search for purpose, a way to redeem the black mark on your honor, or simply to survive another day in your endless journey. Perhaps your broken vows still guide you, or perhaps you have abandoned all semblance of honor; only your conduct and your blade define you.

Infamy

Your violent reputation precedes you and gives you the following benefits. Choose the Deception or Intimidation skill. You gain proficiency and Expertise in the chosen skill.

Grudge

As a Bonus Action, you can hold a grudge against a creature you can see within 30 feet of yourself that has dealt damage to you or one of your allies. This grudge lasts for 1 minute, until the target dies, or until you use this feature's Bonus Action again.

At the start of each of your turns while you hold a grudge, you gain a Grudge Battle Die, which is a d6. You can only have one such Battle Die at a time. You can only use your Grudge Battle Die to perform maneuvers targeting the creature against whom you hold a grudge.

Lone Wolf (Level 6)

You're used to being outnumbered, granting you the following benefits.

Outnumbered, Not Outmatched

When you roll Initiative and there are more enemies than allies in the Initiative order, you have Advantage on your Initiative roll.

Stand Alone

While no ally is within 5 feet of you and you don't have the Incapacitated condition, enemies can't have Advantage on attack rolls against you.

Killing Stroke (Level 10)

When a creature you can see within 5 feet of yourself makes an attack against you, you can take a Reaction to make one attack with a Melee weapon against the attacker. You can draw a weapon as a part of this Reaction. Resolve your attack before the triggering attack. On a hit, the triggering attack automatically misses you.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend two Battle Dice (no action required) to restore your use of it.

Swordmaster (Level 14)

Once per turn when you miss with an attack roll, you can repeat that attack against the same target.

Siegeball Jersey

Siegeball Jersey (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 6: Game Plan. Replace "When you use your Blitz feature, you can direct your Cohort or an ally within 60 feet of yourself" with "When you take the Attack action, you can replace one of your attacks with directing an ally within 60 feet of yourself".

Cheer and Coach Your Team to Victory

Siegeball is a beloved sport, and Captains adorned with a Siegeball Jersey live and breathe it. Such Captains view the entire world through sports metaphors and place themselves in the privileged position of the team captain or perhaps the coach...

Sports Fanatic

Your absolute devotion to your sport of choice grants you the following benefits.

Charismatic Athletics

You gain proficiency in the Athletics skill. Additionally, you gain a bonus to Strength (Athletics) checks equal to your Charisma modifier (minimum bonus of +1).

Number One Fan

You have Advantage on any ability check you make to recall information about a sport, its teams, and its players.

Team Inspiration [Maneuver]

You can take a Bonus Action to inspire another creature within 60 feet of yourself who can see or hear you. Give that creature one of your unexpended Battle Dice. A creature can have only one Battle Die from this maneuver at a time.

Once within the next minute when the creature fails a D20 Test, the creature can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it's rolled.

Game Plan (Level 6)

When you use your Blitz feature, you can direct your Cohort or an ally within 60 feet of yourself to take a Reaction to use one of the following options.

Defensive Tackle

The chosen ally moves up to its Speed and uses the Grapple or Shove option of its Unarmed Strike.

Go Long

The chosen ally moves up to twice its Speed.

Take Cover

The chosen ally moves up to its Speed and takes the Hide action. It has Advantage on its Dexterity (Stealth) check.

Athletic Constitution (Level 10)

When you make a Strength or Dexterity saving throw, you can make a Constitution saving throw with Advantage instead.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Game-Winning Play (Level 14)

When you are reduced to 0 Hit Points, you can take a Reaction to delay the Unconscious condition. You can immediately move up to twice your Speed without provoking Opportunity Attacks and take an action and a Bonus Action. Taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. Following this, you have the Unconscious condition if you still have 0 Hit Points.

Once you use this feature, you can't use it again until you finish a Long Rest.

Tower Banner

Tower Banner (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 10: Mettle. You have Advantage on Constitution saving throws.

Fortify Yourself and Your Allies

The fortified defenses of Captains who fly the Tower Banner are legendary. Their tactics emphasize fortification and survival, as well-protected soldiers cannot only win battles, but entire wars. Thinking long term is key to any defensive strategy, as Captains of the Tower know the answer is never how they shall counterattack, but when.

Iron Wall [Maneuver]

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.

Siege Defense

Well-versed in repelling attackers, you gain the following benefits.

Defensive Tactics

When you attack with a Melee weapon whose mastery property you can use, you can replace that property with the Push or Slow property for that attack.

Shooting from Cover

You gain a +2 bonus to ranged attack rolls while in Half Cover or Three-Quarters Cover.

Armored Redirection (Level 6)

When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to target you instead. If the attack roll equals or exceeds your AC, the attack hits you instead; otherwise, it misses.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Mettle (Level 10)

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. Your Cohort also gains the benefits of this feature.

Iron Retribution (Level 14)

Whenever a creature within 5 feet of you misses you with an attack roll, you can strike them with a Shield if you're carrying one (no action required), dealing 3d6 Bludgeoning damage to the attacker.

Troubadour

Troubadour (Level 3)

Inspire Your Allies Wherever You Travel

A lyre, a flute, or perhaps a set of bagpipes at their side, a Troubadour sets out on the open road, playing music wherever they go. While Troubadours often travel in musical troupes, they might also ply their trade alone, wandering between taverns and street corners in search of an audience, coin, and perhaps fame.

Folk Musician

You have an instrument at your side and a tune in your heart, granting you the following benefits.

Performer

You gain proficiency and Expertise in the Performance skill and you gain proficiency with two Musical Instruments of your choice.

Pantomime

You know enough smatterings of languages that you can communicate simple ideas to any creature that understands at least one language. Doing so takes twice as long as communicating normally.

Inspiring Tune [Maneuver]

You can take a Bonus Action to inspire another creature within 60 feet of yourself who can see or hear you. Give that creature one of your unexpended Battle Dice. A creature can have only one Battle Die from this maneuver at a time.

Once within the next minute when the creature fails a D20 Test, the creature can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it's rolled.

Fast Friends (Level 6)

You can take the Influence action to attempt to befriend a creature you can see within 30 feet of yourself that can hear or see you. The creature must succeed on a Wisdom saving throw (DC 8 plus Charisma modifier and your Proficiency Bonus) or have the Charmed condition for 1 minute or until it takes damage. While it has the Charmed condition, it is friendly to you and your allies.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Scathing Retort (Level 10)

When a creature you can see within 60 feet of yourself misses you with an attack roll or forces you to make a saving throw and you succeed, you can take a Reaction to insult the creature. The target takes Psychic damage equal to 1d10 plus half your Vagabond level (round down).

Marvelous Troupe (Level 14)

When you use your Inspiring Tune maneuver, you can target a number of allies up to your Charisma modifier. Each chosen ally gains a Battle Die.

Yellow Sign

Yellow Sign (Level 3)

Cross-Compatible Subclass: This subclass originates from the {@color Captain class|e40707}

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Cross-Compatability Modifictaions

Level 10: Frenzied Blitz. Replace with "You can give a creature that has the Frenzied condition Advantage or Disadvantage on its attack rolls."

Enthrall Your Friends and Foes with Eldritch Madness

The Yellow Sign is a twisting symbol of eldritch chaos, the signature of an otherworldly leviathan ready to consume all of reality. Captains bearing its distinctive mark upon their Shields and armor aren't commanders—they are cult leaders dedicated to incomprehensible alien masters...

Frenzied Strike [Maneuver]

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 infect the target's mind. The creature has the Frenzied condition until the end of its next turn.

A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attacks if any creature provokes one.

Eldritch Herald

Your eldritch master psychically nudges you toward its goals, granting you the following benefits.

Outer Knowledge

When you finish a Long Rest, you gain proficiency and Expertise in a skill chosen by the GM. The GM can change this skill when you finish a Long Rest.

Enthralled

You and your Cohort have Advantage on saving throws you make to avoid or end the Charmed and Frightened conditions.

Pallid Aura (Level 6)

You can take a Bonus Action to trace the Yellow Sign in the air and create a 10-foot Emanation of psychic energy centered on yourself for 1 minute or until you have the Incapacitated condition. Once per turn, when a creature within the Emanation makes a D20 Test, you can roll 1d6 and subtract it from the roll (no action required).

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Maniacal Influence (Level 10)

Your eldritch master's influence grows, granting you the following benefits.

Frenzied Ally

When a creature has the Frenzied condition of your Frenzied Strike, it regards you and your Cohort as allies while it has the condition.

Frenzied Blitz

When you use your Blitz feature, you can direct a creature that has the Frenzied condition, even if that creature isn't an ally.

Extended Frenzy

Whenever a creature that has the Frenzied condition of your Frenzied Strike ends its turn, it must make a Wisdom saving throw against your Maneuver save DC. On a failed save, the Frenzied condition doesn't end for that creature. On a success, the condition ends for that creature.

Nightmarish Glow (Level 14)

While the Emanation of your Pallid Aura is active, you and your allies within the Emantion deal an extra 1d6 Psychic damage when hitting an enemy with a weapon or an Unarmed Strike.