SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

DEX , CHA

Vagabond

Stufe Übungsbonus Eigenschaften Battle Dice Maneuvers Known
1 + 2 Wanderer's Secret Battle Tactics 2d8 2
2 + 2 Wanderer's Secret Battle Tactics 2d8 3
3 + 2 Wanderer's Secret Battle Tactics 3d8 4
4 + 2 Wanderer's Secret Battle Tactics 3d8 4
5 + 3 Wanderer's Secret Battle Tactics 3d10 5
6 + 3 Wanderer's Secret Battle Tactics 3d10 5
7 + 3 Wanderer's Secret Battle Tactics 4d10 6
8 + 3 Wanderer's Secret Battle Tactics 4d10 6
9 + 4 Wanderer's Secret Battle Tactics 4d12 7
10 + 4 Wanderer's Secret Battle Tactics 4d12 7
11 + 4 Wanderer's Secret Battle Tactics 5d12 8
12 + 4 Wanderer's Secret Battle Tactics 5d12 8
13 + 5 Wanderer's Secret Battle Tactics 6d12 9
14 + 5 Wanderer's Secret Battle Tactics 6d12 9
15 + 5 Wanderer's Secret Battle Tactics 7d12 10
16 + 5 Wanderer's Secret Battle Tactics 7d12 10
17 + 6 Wanderer's Secret Battle Tactics 8d12 11
18 + 6 Wanderer's Secret Battle Tactics 8d12 11
19 + 6 Wanderer's Secret Battle Tactics 8d12 12
20 + 6 Wanderer's Secret Battle Tactics 8d12 12

Klasseneigenschaften

Stufe 1

Wanderer's Secret
Battle Tactics

Stufe 10

Wanderer's Road feature

Stufe 11

Battle Edge Improvement

Stufe 12

Ability Score Improvement

Stufe 14

Wanderer's Road feature

Stufe 15

Desperate Survival

Stufe 16

Ability Score Improvement

Stufe 18

Martial Recovery

Stufe 19

Ability Score Improvement

Stufe 2

Desperate Attack
Breather

Stufe 20

Wayworn

Stufe 3

Battle Edge
Wanderer's Road

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Wanderer's Road feature

Stufe 7

Mettle

Stufe 8

Ability Score Improvement

Stufe 9

Ambush Reflexes

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) A martial weapon and a shield or (b) two martial weapons
(a) two handaxes or (b) a shortbow and 20 arrows.)
Alternativ kannst du starten mit: 4d4 x 10

Klasseneigenschaften

Wanderer's Secret (Level 1)

By choice or necessity, you have left your home and committed to a life of aimless travel. Your reasons for drifting through the world are deeply personal, either a closely-guarded secret or a painful aspect of your life.

Choose your reason for traveling from the options below:

Avenger

You have set out on a mission to exact vengeance. You gain proficiency in the Intimidation skill. Choose up to five specific creatures that have wronged you that you wish to seek revenge against.

You must know these creatures' names or must otherwise have enough information to identify them. Your attack rolls against these creatures have a +10 bonus to hit and deal maximum damage

Bohemian

Wanderlust is in your bones; you couldn't stay in one place for too long if you tried. You ignore nonmagical difficult terrain. Additionally, you can communicate simple ideas to any creature that understands at least one language using universal gestures and some creativity.

Explorer

Consulting vague maps and ancient texts, you have embarked upon an expedition to find a mythical location or chart a distant corner of the world. You gain proficiency in the Survival skill and with cartographer's tools and navigator's tools. Additionally, you learn one language of your choice.

Ghost

You are dead, as far as anyone knows. If you can keep moving and remain anonymous, no one will be the wiser. You gain proficiency in the Deception skill. Additionally, when you gain this feature, choose one falsehood about yourself that you practice until you 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.

Hunted

You are pursued by those who would kill you on sight or drag you to an ill-fated end. You might be on the run from the law, a wayward assassin, or a supernatural force. This constant threat grants you a +5 bonus to your passive Wisdom (Perception) score and allows you to instantly awaken whenever a creature moves within 30 feet of you.

Pilgrim

Your journey is to a remote holy site, both as a test of faith and in search of enlightenment. You gain proficiency in the Religion skill. Additionally, you learn the light and spare the dying cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this feature (choose when you select this motive).

Seeker

You are searching for something or someone that is precious to you, such as a loved one or a powerful magic item. You have advantage on ability checks you make to gather information about the object of your search. Additionally, you can take the Search action as a bonus action.

Vagrant

You are penniless and just trying to get by. Because you are beneath the notice of most people, you never need to make a Stealth check to move unnoticed while traveling alone in public spaces. This anonymity fails if your conduct draws undue attention to yourself. Additionally, you can perfectly conceal one-handed weapons on your person.

Battle Tactics (Level 1)

In your endless wandering, you have adopted a handful of maneuvers from traveling companions and foes that are fueled by special dice called battle dice.

Battle Dice

You have two battle dice, which are d8s. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest, or when you roll initiative. Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the Vagabond table.

Once per turn, you can use a maneuver of your choice. Maneuvers typically expend a battle die, but you don't add this battle die to the maneuver's attack or damage roll unless otherwise noted.

Maneuvers

You learn two maneuvers of your choice, which are detailed on the optional features page. You gain additional maneuvers as you gain levels in this class, as shown in the Maneuvers Known column of the Vagabond table. When you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Saving Throws

Some of your maneuvers require the target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Desperate Attack (Level 2)

By 2nd level, you are most dangerous when backed into a corner. If you have no more than half your hit points left, you have advantage on weapon attack rolls.

Breather (Level 2)

Also at 2nd level, you can take a breather, 1 minute of downtime during which you compose yourself and mend your wounds. When you do so, you can expend one Hit Die to regain hit points as if you finished a short rest.

Battle Edge (Level 3)

Also at 3rd level, you gain an additional way to spend your battle dice. Once on each of your turns, when you hit a creature with an attack, you can expend one battle die and add it to the attack's damage roll.

Starting at 11th level, you can use this feature twice on each of your turns.

Wanderer's Road (Level 3)

By 3rd level, you adopt the mannerisms, style, and skills of an archetypal wanderer, embodied by a wanderer's road. These subclasses are detailed at the end of the class description. The road you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wanderer's Road feature (Level 6)

At 6th level, you gain one feature granted by your Wanderer's Road.

Mettle (Level 7)

At 7th level, your determination allows you to shrug off effects that would otherwise harm you. When you are 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.

Ability Score Improvement (Level 8)

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ambush Reflexes (Level 9)

Beginning at 9th level, you can sense ambushes moments before they happen. You can't be surprised while you are conscious. Additionally, when you roll initiative, you can move up to your walking speed without provoking opportunity attacks.

Wanderer's Road feature (Level 10)

At 10th level, you gain one feature granted by your Wanderer's Road.

Battle Edge Improvement (Level 11)

Starting at 11th level, you can use this feature twice on each of your turns.

Ability Score Improvement (Level 12)

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Wanderer's Road feature (Level 14)

At 14th level, you gain one feature granted by your Wanderer's Road.

Desperate Survival (Level 15)

By 15th level, you have a knack for evading lethal blows. If you have no more than half your hit points left and aren't incapacitated, critical hits against you automatically miss.

Ability Score Improvement (Level 16)

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Recovery (Level 18)

Starting at 18th level, you can use your bonus action to regain all of your expended battle dice. You can use this bonus action only if you haven't used a maneuver this turn, and after you use the bonus action, you can't use a maneuver until the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Ability Score Improvement (Level 19)

When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Wayworn (Level 20)

By 20th level, your long years on the road have left you bone-weary, but always ready for danger. You are always considered to have fewer than half of your hit points for the purposes of your class features.

Multiklassen

Multiklassen-Voraussetzungen

  • DEX: 13 oder STR: 13

Erworbene Übungen

Armor light
Weapons simple , martial

Unterklassen

Brigand
MHP:VB
Knight Errant
MHP:VB
Mage Brand
MHP:VB

Unterklassen-Eigenschaften

Brigand

Brigand (Level 3)

Brigands encompass all manner of highwaymen, pirates, raiders, and other 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.

Ruthless Ambusher

Starting when you set out on this road at 3rd level, you are always prepared to strike first. When you roll initiative and aren't surprised or incapacitated, you can expend one battle die to make one weapon attack with disadvantage. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

Craven

Also at 3rd level, when a creature you can see misses you with a melee attack, you can use your reaction to move 5 feet without provoking opportunity attacks.

Maneuver: Take Hostage (Level 6)

Beginning at 6th level, you learn the following maneuver:

As a bonus action, you can expend one battle die to seize an incapacitated creature and hold it hostage with a weapon you are holding. If you reduce a creature to 0 hit points, you can use this maneuver to reduce it to 1 hit point instead, rendering it incapacitated while you hold it hostage.

While you have a creature hostage, you can add your battle die to Charisma (Intimidation) checks you make against the creature's allies. You have three-quarters cover from attacks while holding a creature hostage. Attacks that miss you hit the hostage instead.

You can use your reaction to free the hostage or execute a hostage that has 1 hit point in response to any creature's movement or action.

Underhanded Blow (Level 10)

By 10th level, when you hit a creature that hasn't taken a turn in combat yet, you can disorient your target. That creature has disadvantage on attacks it makes until the end of its turn.

Once you use this feature, you can't use it again until you finish a short or long rest, or when you roll initiative.

Cutthroat (Level 14)

Starting at 14th level, ruthlessness is second-nature to you. When you hit a creature with a melee weapon attack and roll the maximum number on any damage die, you can roll that die again and add it to the damage of the hit, rolling again if the roll is also the maximum number, and so on. You can roll each damage die up to a maximum of four times.

Knight Errant

Knight Errant (Level 3)

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

Bonus Proficiency

Starting when you set out on this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, or Persuasion.

Knight's Challenge

Also at 3rd level, you maintain an honorable code of dueling ethics. You learn the Lion's Challenge maneuver. If you already know this maneuver, you learn a different maneuver of your choice. The maneuver doesn't count against your number of maneuvers known.

When you use the Lion's 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 attack any creature other than the target of your challenge, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Questing Vow (Level 6)

Starting at 6th level, you can appoint yourself to complete an honorable quest with an unbreakable vow. You can swear this vow over the course of a long rest. This vow lasts until you complete the associated quest or the GM declares that the quest is unfulfillable. When you choose your specific quest, it must be honorable, specific, and reasonably achievable. Furthermore, it should fit the archetype of the Cup, the Blade, or the Heart, and the GM must approve your quest. If your quest doesn't fit one of these archetypes, the GM chooses which benefit you receive while embarking on this quest.

The Blade

You have embarked on a quest to slay a specific creature or best a specific rival combatant. Whenever you roll initiative to battle this creature or one or more of its allies, you gain an extra battle die, which lasts until it is expended or the combat ends.

The Cup

You have sworn a vow to seek out an object, be it an artifact, a remedy, or a symbolic item. Whenever you engage in a course of activity that brings you closer to your chosen item, with the GM's permission, you can gain Inspiration.

The Heart

You have dedicated yourself to winning someone's favor. You have advantage on Charisma checks made to interact with this creature.

Redirection (Level 10)

By 10th level, you can protect the unwary in the midst of combat. When a friendly creature within 5 feet of you is targeted by an attack while you are within the attack's range or reach, you can use your reaction to change the target of the attack to you instead. You have resistance to bludgeoning, piercing, and slashing damage dealt by this attack.

Surge of Valor (Level 14)

Starting at 14th level, you can use a bonus action to summon up a well of determination. Until the start of your next turn, whenever you make an attack roll, ability check, or saving throw, you can roll a battle die without expending it and add it to the roll.

Additionally, whenever you take damage from a hostile creature before the start of your next turn, you can roll a battle die without expending it and add your Constitution modifier. Reduce the damage taken by that total.

Once you use this feature, you can't use it again until you finish a short or long rest.

Mage Brand

Mage Brand (Level 3)

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

Spellbranding

Starting when you set out on this road at 3rd level, you have been taught the agonizing magic of spellbranding.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. You learn a additional Wizard cantrip of your choice at 10th level.

Branded Spells

By searing arcane symbols into your flesh, you gain the ability to harness certain spells. You gain two 1st-level spells of your choice from the Branded Spells table. At 6th level, you gain two 2nd-level spells of your choice from the table.

Because your spells are branded onto your skin, you can't later remove or replace a spell after it is gained.

Casting Spells of 1st-Level or Higher

To cast one of your branded spells, you must expend a number of battle dice equal to the spell's level.

Spellcasting Ability

Charisma is your spellcasting ability for your branded spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a branded spell you cast and when making an attack roll with one.

Spell Save
Spell

Arcane Synesthesia (Level 6)

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

Aegis Mark (Level 10)

By 10th level, you bear a defensive spellbrand that wards you from harm and punishes your foes. You can cast the spell hellish rebuke or shield using this feature without expending a spell slot or battle dice.

Once you use this feature to cast one of these spells, you can't do so again until you finish a short or long rest, unless you expend two battle dice to use it again.

Imprinted Spellscar (Level 14)

Beginning at 14th level, when a spell is cast that targets you, or you are in the area of a spell's effect, you can temporarily learn that spell if it is of 5th lever or lower, marking it on your skin as a faint spellbrand. You can't use this ability to learn a spell that had no effect on you, even if it forced you to make a saving throw against it.

Once before you finish a long rest, you can cast this spell as a branded spell by expending a number of battle dice equal to the spell's level.

You know this spell until you cast it or you use this feature again.