Hit Points
Proficiencies
Gunslinger
| Level | Proficiency Bonus | Features | Risk Dice | Weapon Mastery |
|---|---|---|---|---|
| 1 | + 2 | Fighting Style Quick Draw Weapon Mastery | - | 2 |
| 2 | + 2 | Fighting Style Quick Draw Weapon Mastery | {@dice 4d8} | 2 |
| 3 | + 2 | Fighting Style Quick Draw Weapon Mastery | {@dice 4d8} | 2 |
| 4 | + 2 | Fighting Style Quick Draw Weapon Mastery | {@dice 4d8} | 3 |
| 5 | + 3 | Fighting Style Quick Draw Weapon Mastery | {@dice 4d8} | 3 |
| 6 | + 3 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d8} | 3 |
| 7 | + 3 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d8} | 3 |
| 8 | + 3 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d8} | 3 |
| 9 | + 4 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d8} | 3 |
| 10 | + 4 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d10} | 4 |
| 11 | + 4 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d10} | 4 |
| 12 | + 4 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d10} | 4 |
| 13 | + 5 | Fighting Style Quick Draw Weapon Mastery | {@dice 5d10} | 4 |
| 14 | + 5 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d10} | 4 |
| 15 | + 5 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d10} | 4 |
| 16 | + 5 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d10} | 4 |
| 17 | + 6 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d10} | 4 |
| 18 | + 6 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d12} | 4 |
| 19 | + 6 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d12} | 4 |
| 20 | + 6 | Fighting Style Quick Draw Weapon Mastery | {@dice 6d12} | 4 |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Starting Equipment
Class Features
Fighting Style (Level 1)
You gain a Fighting Style feat of your choice. If you choose a feat, such as Great Weapon Fighting, that requires you to hold a Melee weapon in one or two hands, you can use that feat with Ranged weapons.
Whenever you gain a Gunslinger level, you can replace the feat you chose with a different Fighting Style feat.
Quick Draw (Level 1)
You're adept at drawing and firing before others have time to react, granting you the following benefits.
Initiative
You have Advantage on Initiative rolls.
Double Draw
You can draw or stow two weapons that lack Two-Handed when you would normally be able to draw or stow only one.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Ranged 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 Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
Critical Shot (Level 2)
Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.
At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18-20. At Gunslinger level 17, they score a Critical Hit on a roll of 17-20.
Risk (Level 2)
You can perform incredible feats of daring fueled by special dice called Risk Dice.
Risk Dice
You have four Risk Dice, which are d8s. A Risk Die is expended when you use it. You regain all expended Risk Dice when you finish a Short or Long Rest. Your Risk Die changes and more Risk Dice become available as shown on the Risk Dice column of the Gunslinger Features table.
Maneuvers
You can expend Risk Dice to perform maneuvers. Your maneuver options are detailed later in the class description.
Saving Throws
If a maneuver requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Maneuver Options
Gunslinger Subclass (Level 3)
You gain a Gunslinger subclass of your choice. A subclass is a specialization that grants you features at certain Gunslinger levels. For the rest of your career, you gain each of your subclass's features that are of your Gunslinger level or lower.
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.
Gut Shot (Level 5)
Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 1 minute or until the target replaces one of its attacks with dislodging the projectile, its Speed is halved and it has Disadvantage on attack rolls.
Subclass Feature (Level 6)
You gain a feature from your Gunslinger Subclass.
Evasion (Level 7)
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 don't benefit from 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.
Critical Shot (Level 9)
Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 18, 19, or 20 on the d20.
Subclass Feature (Level 10)
You gain a feature from your Gunslinger Subclass.
Overkill (Level 11)
When you deal damage with a Ranged weapon that doesn't add your ability modifier to the roll, you add your ability modifier nonetheless. If you already add your modifier to the damage roll, the target takes an extra 1d8 damage of the weapon's type.
Note that weapons that have the Firearm property don't add your ability modifier to damage rolls.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Cheat Death (Level 13)
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 your Gunslinger level.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Subclass Feature (Level 14)
You gain a feature from your Gunslinger Subclass.
Dire Gambit (Level 15)
Whenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Critical Shot (Level 17)
Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 17-20 on the d20.
Deft Maneuver (Level 18)
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.
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.
Headshot (Level 20)
When you score a Critical Hit against a creature using a Ranged weapon, you can choose for it to be a Headshot. If the creature has less than 100 Hit Points, it dies. Otherwise, it takes an extra 10d10 damage of the weapon's type.
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 three Risk Dice (no action required).
Multiclassing
Subclasses
Subclass Features
Adrenaline Junkie
Adrenaline Junkie (Level 3)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
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.
Brigand
Brigand (Level 3)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
Cross-Compatability Modifictaions
Level 10: Evasion. You have Advantage on Dexterity saving throws.
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.
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.
Deadeye
Deadeye (Level 3)
Shoot with Bullseye Precision
A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots demand perfection, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.
Eagle Eye [Maneuver]
Once per turn when you miss with a ranged attack roll, you can expend one Risk Die and add it to the attack roll, potentially causing the attack to hit.
Sharpshooter's Stance
You have trained to fire from a stable Prone position, granting the following conditions.
Fire While Prone
You don't have Disadvantage on ranged attack rolls as a result of the Prone condition.
Quick Stand
When you have the Prone condition, you can right yourself and thereby end the condition with only 5 feet of movement.
Concealed Position (Level 6)
You excel at firing from concealment, granting you the following benefits.
Camouflage
You can take the Hide action even if you aren't Heavily Obscured or behind Three-Quarters Cover or Total Cover, as long as you have the Prone condition. The Invisible condition of this Hide action ends if you don't have the Prone condition.
Sniper's Nest
If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
Reposition (Level 10)
Whenever a creature misses you with an attack roll, you can take a Reaction to end the Prone condition on yourself and move up to half your Speed.
Focused Shot (Level 14)
When you take the Attack action, you can choose to make only one ranged attack roll using a weapon to make a Focused Shot. You have Advantage on this attack roll and, on a hit, score a Critical Hit.
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."
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
| d8 | Mood |
|---|---|
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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: Quick Snack. At the start of each of your turns, you can expend one of your Hit Point Dice, roll it, and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point). 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).
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.
| Creature Type | Benefit |
|---|---|
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.
Grenadier
Grenadier (Level 3)
Blow Up Anything in Your Way
You believe that virtually all problems can be solved with the careful application of high-explosives, and will go to great lengths to prove this thesis. Demolitions are your expertise, and anything that can cause explosions at long range is your instrument. If you must, you can make do with an ordinary gun, but it's simply not as satisfying as blowing your enemies into smithereens.
Explosive Shot
When you make a ranged attack using a weapon whose mastery property you can use, you can replace that property with the Explode property for that attack. The damage of this attack is Fire instead of the weapon's normal damage type.
Heavy Ordnance [Maneuver]
Whenever you use a weapon's Explode property, you can take a Bonus Action and expend one Risk Die to increase the explosion's radius to a 10-foot-radius Sphere. Add the Risk Die to the damage roll.
Configurable Blast (Level 6)
When you use a weapon's Explode property, you can choose one of the following benefits for that attack.
Demolition Blast
The explosion deals double damage to objects and ignores the damage threshold of objects.
Elemental Blast
You cause the explosion to deal Acid, Cold, Lightning, or Thunder damage rather than its normal damage type.
Incendiary Blast
Flammable objects in the area of the explosion that aren't being worn or carried start burning.
Take Cover (Level 10)
Each creature you choose gains the benefits of your Evasion feature while it is within 5 feet of you.
Clusterbomb (Level 14)
When you use a weapon's Explode property, you can fire a Clusterbomb. The explosion is a 20-foot-radius Sphere. On a failed save, a creature takes 10d6 Fire damage, or half as much damage on a successful save. This damage ignores Resistance. A Huge or smaller creature that takes damage from the Clusterbomb has the Prone condition.
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 four Risk Dice (no action required).
Gun Tank
Gun Tank (Level 3)
Be Huge and Wield Huge Guns
Be bigger, be badder, and be tougher, and no one will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most people are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to oppose you.
Heavy Gunner
You can lug around massive guns and shrug off incoming bullets, granting you the following benefits.
Armor Training
You gain training with Medium and Heavy armor.
Strong Attacks
You can use Strength, rather than Dexterity, for attack and damage rolls using Ranged weapons. You can also add your Strength, instead of Dexterity, to your Maneuver save DC.
Walking Turret
Your experience with mounted weapons grants you the following benefits.
Mounted Arsenal
While you are holding a Ranged weapon whose mastery property you can use, you can use the Mounted mastery property with that weapon. While a weapon is mounted in a fixed position, its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s).
Move While Mounted
You can move a weapon with the Mounted mastery property that is in a fixed position. While moving with such a weapon, every foot of movement costs 1 extra foot.
Thick-Skulled (Level 6)
You have Advantage on saving throws you make to avoid or end the Charmed, Frightened, and Stunned conditions.
Bulletproof (Level 10)
When you use your Bite the Bullet maneuver, you have Resistance to Bludgeoning, Piercing, and Slashing damage until the end of your next turn.
Gatling Shot (Level 14)
Once on each of your turns, when you hit an enemy with a ranged attack using a weapon, you can make another attack with the weapon against the same target. This attack is always made with Disadvantage, regardless of circumstance. If this attack hits, you can make another attack against the same target. You can repeat this attack until you miss or make a total of five attacks against the target.
Gun-Ko Master
Gun-Ko Master (Level 3)
Wield Your Gun as a Total Weapon
The ancient art of gun-ko is passed through generations of Gunslingers who study the gun as a perfect weapon and meditate on its intricacies. This path is not for the impatient or the faint of heart, but those who practice diligently can transform the gun into an extension of themselves, striking and shooting with mesmerizing speed.
Close-Quarters Shooting
Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.
Gun-Ko
You learn the immortal art of gun-ko, which grants you the following benefits.
Bludgeon with Anything
When you attack with a Ranged weapon whose mastery property you can use, you can replace that property with the Bludgeon property for that attack.
Bonus Action Strike
When you make a ranged attack roll with a weapon against an enemy within 5 feet of you, you can make a melee attack using the Bludgeon property of that weapon as a Bonus Action.
Lightning Disarm [Maneuver] (Level 6)
If a creature within 5 feet of you is holding a weapon, you can expend one Risk Die as a Bonus Action to attempt to take it. The target must succeed on a Dexterity saving throw or you take the weapon from it after a series of rapid movements. You must have a free hand to use this maneuver.
Wall Dash [Maneuver] (Level 6)
You can expend one Risk Die to take the Dash action as a Bonus Action. Until the end of your turn, you have a Climb Speed equal to your Speed and you can move across vertical surfaces while leaving your hands free.
Predictive Dodge (Level 10)
Your reflexes are honed enough to dodge incoming bullets. You can take a Bonus Action to choose one creature that you can see within 30 feet of you. Until the start of your next turn, you gain the benefits of the Dodge action against the target's ranged attack rolls and its effects that force you to make a Dexterity saving throw.
Flash Assault (Level 14)
As a Bonus Action, you can make one ranged attack with a weapon and one melee attack using the Bludgeon property of that weapon. You can move between these attacks. If you hit a Large or smaller creature with both attacks, it has the Prone condition.
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 Risk Dice (no action required).
High Roller
High Roller (Level 3)
Gamble with Life and Death
Fortune is a fickle thing—unless you're a High Roller. These Gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High Rollers push their luck until it runs out, then push harder. Why settle for a win when you could bet it all and win big?
Poker Face
You gain proficiency with all Gaming Sets and in one of the following skills of your choice: Deception, Insight, or Perception.
Liar's Dice [Maneuver]
When you make a damage roll with a Ranged weapon, you can expend one Risk Die as a Bonus Action and declare it to be a hidden roll. Roll the damage in secret and declare any total you wish. The GM has the option to call your bluff, in which case you reveal the damage dice you rolled. This has different consequences based on whether or not you lied.
The GM Calls Your Bluff; You Lied
The damage you deal is halved.
The GM Calls Your Bluff; You Told the Truth
The damage you deal is doubled.
The GM Doesn't Call Your Bluff
Use the total damage you declared, even if you rolled a different total.
Risky Business (Level 6)
Once per turn when you make an attack roll against an enemy and the roll doesn't have Disadvantage, you can choose to make the roll with Disadvantage. When you do, you regain one expended Risk Die.
Risk Taker (Level 10)
You can use your Maverick Spirit and Skin of Your Teeth maneuvers without expending a Risk Die. When you do so, roll a d6 instead of a Risk Die.
Double or Nothing (Level 14)
When you score a Critical Hit using a Ranged weapon, you can gamble for a higher result. Roll a d20. If the roll is a 10 or higher, roll all of the attack's damage dice four times and add them together, instead of only two times as normal for a Critical Hit. If you roll a 9 or lower on the d20, the Critical Hit becomes a normal hit.
Houndmaster
Houndmaster (Level 3)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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 5: Martial Excellence. The hound has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
Laserist
Laserist (Level 3)
Master High-Tech Blaster Weapons
Gunslinging, as you well understand, is more science than art, especially when using cutting-edge blaster technology. As a Laserist, you're interested in maximizing blaster output while minimizing survivors, iterating and customizing your blasters to create the perfect weapon.
Beam Shot [Maneuver]
When you take the Attack action using a weapon that has the Blaster property, you can expend one Risk Die as a Bonus Action to replace one of your attacks with a penetrating laser shot. This attack becomes a 5-foot-wide Line that extends out to the weapon's normal range. Each creature in the Line makes a Dexterity saving throw.
On a failed save, a creature takes damage equal to the weapon's normal damage plus the Risk Die, or half as much on a successful one. The damage is the same type dealt by the weapon.
Multi-Mode Blaster
You can spend 1 minute integrating two weapons with the Blaster property into a single chassis, granting you a supremely flexible weapon. You can only have one Multi-Mode Blaster at a time. Whenever you make an attack with the blaster, you choose which of the two integrated weapons you use for that attack.
Charge Shot (Level 6)
When you take the Attack action, you can replace one of your attacks with charging a weapon that has the Blaster property that you are holding. Until the start of your next turn, the weapon is charging and can't be used to make an attack. Afterwards, the weapon is charged until the end of the turn. When you make an attack with a charged weapon, it deals two extra dice of damage on a hit.
Energetic Shield [Maneuver] (Level 10)
You have installed a sophisticated electromagnetic device on your person. As a Reaction in response to taking Cold, Fire, Lighting, Necrotic, Radiant, or Thunder damage, you can expend one Risk Die to gain Resistance to this damage until the start of your next turn, including against the triggering damage.
Refraction Shot (Level 14)
Whenever you hit a creature with a ranged attack using a weapon that has the Blaster property, you can cause the blaster bolt to deflect off the target to a second creature you can see within 30 feet of the original target. The target takes damage of the weapon's type equal to your Dexterity modifier (minimum of 1).
Musketeer
Musketeer (Level 3)
Lead Your Allies with Blades and Bullets
You believe that camaraderie and glory go hand-in-hand, that you and your allies are undefeatable as long as you stand together. As a Musketeer, you have trained with blades and firearms in tandem so that you might battle shoulder-to-shoulder alongside your allies. Your place isn't taking shots from afar, but charging into the fray such that you might all succeed or fail as one.
Infantry Training
You have received training in warfare that mixes firearms with conventional weapons, granting you the following benefits.
Martial Weapons
You gain proficiency with all Martial weapons instead of only Martial Ranged weapons.
Melee Mastery
You can choose Melee weapons in addition to Ranged weapons when you select weapons for your Weapon Mastery.
Ignore Loading
You ignore Loading of the Blunderbuss, Pistol, and Musket. If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
Bayonets
You have proficiency with Bayonets. A Bayonet is a special Dagger that can be attached or detached from any Ranged weapon with Two-Handed as a Utilize action. While attached, you can treat the Ranged weapon as a Melee weapon with Finesse. When you hit a creature with a melee attack using the Bayonet, it deals Piercing damage equal to 1d8 plus the ability modifier used for the attack roll.
Skirmish [Maneuver]
When you make an attack using a weapon, you can expend one Risk 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.
Morale Boost (Level 6)
When you use the Bite the Bullet maneuver, choose up to 5 allies you can see within 30 feet of yourself. Each chosen ally gains Temporary Hit Points equal to one roll of your Risk Die plus half your Gunslinger level (round down).
Mobile Tactics (Level 10)
When you hit a creature with an attack, the target can't make Opportunity Attacks against you until the start of its next turn.
All for One (Level 14)
Whenever an ally within 10 feet of you is hit by an attack roll, you can take a Reaction to make a ranged attack using a weapon against the attacker.
Pistolero
Pistolero (Level 3)
Fire Six-Shooters with Incredible Speed
Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.
Close-Quarters Shooting
Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.
Fan the Hammer [Maneuver]
When you take the Attack action with a Ranged weapon that doesn't have Two-Handed, you can expend one Risk Die as a Bonus Action to make two additional ranged attacks with that weapon. These additional attacks always have Disadvantage, regardless of circumstance. You can't use the Automatic mastery property with these attacks, and you must have a free hand to use this maneuver.
Disarm (Level 6)
When you score a Critical Hit and trigger your Gut Shot feature against a creature, you can disarm the target instead of lodging a projectile in it. The target drops one object of your choice that it's holding, with the object landing in a space of your choice up to 15 feet away from the target.
Showdown [Maneuver] (Level 10)
When you roll Initiative, you can expend one Risk Die to draw a Ranged weapon and make an attack using it. Add the Risk Die to the damage roll. On a hit, the target has Disadvantage on attack rolls against creatures other than you on the first round of combat.
Bullet Time (Level 14)
Once on each of your turns when you make a ranged attack using a weapon, you can gain Advantage on the roll.
Plague Doctor
Plague Doctor (Level 3)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
Secret Agent
Secret Agent (Level 3)
Engage in Espionage and Assassination
Knowledge is power. The best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.
Operative Training
Your covert training grants you the following benefits:
Concealed Shot
You learn the Concealed Shot cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (choose when you select this subclass).
Operative Tools
You gain a Disguise Kit and Thieves' Tools, and you have proficiency with them.
Skill Proficiencies
You gain proficiency in two of these skills of your choice: Deception, Investigation, Persuasion, Sleight of Hand, or Stealth.
Fieldcraft (Level 6)
Your experience in the field grants you the following benefits.
Quick Change
Using a Disguise Kit, you can create a Costume and don it as a Bonus Action.
Slick Talker
Whenever you make a Charisma (Deception) or Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10.
Exit Strategy (Level 10)
When you take damage, you can take a Reaction to evade further harm. You have the Invisible condition until the start of your next turn, and you can immediately move up to 10 feet.
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 Risk Die (no action required).
License to Kill (Level 14)
Whenever you deal damage with a Ranged weapon, you can expend either one or two Risk Dice and add them to the damage roll. If you roll the highest number on a Risk Die, you can roll the die again and add it to the damage without expending it, rolling again if it is the highest number again, and so on. The maximum number of Risk Dice you can add to the damage equals your Proficiency Bonus.
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".
Level 10: Athletic Constitution (Gunslinger). When you make a Strength or Constitution saving throw, you can make a Dexterity saving throw with Advantage instead.
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.
Space Cowboy
Space Cowboy (Level 3)
Overheat Your Customized Blaster
Nothing matters to you more than freedom. With a blaster on your hip and the wide-open sky to explore, you no longer have to answer to anyone. The perils of the final frontier tend to attract gamblers and risk-takers, be they unscrupulous smugglers, bloodthirsty bounty hunters, or big damn heroes.
Hot Shot
When you attack with a Ranged weapon whose mastery property you can use, you can replace that property with the Overheat property for that attack.
Gun with a Name
Over a Long Rest, you can customize one of your Ranged weapons, causing it to become a Named Weapon. You can have only one Named Weapon at a time. This weapon has the following benefits.
Extended Barrel
The normal and long ranges of the Named Weapon double.
Magnetic Mount
The quantum electromagnet installed on the Named Weapon allows you to use a Bonus Action to pull the weapon to your open hand if it is within 60 feet of you and isn't being carried. You can't be disarmed of the weapon unless you have the Incapacitated condition.
Reinforced Frame
The Named Weapon gains the Bludgeon mastery property in addition to its normal mastery property, though you can only use one mastery property on each attack. This property doesn't count against the number of weapons you can use with Weapon Mastery.
Blaster Mods
The benefits of the Gun with a Name feature are Blaster Mods, attachments found in the Magic Items section of the Equipment chapter. These Blaster Mods don't count against the number of mods you can install on the Named Weapon.
Power Slide (Level 6)
When you use the Dodge Roll maneuver, you have Advantage on the next attack you make before the end of your turn.
Lucky Dodge (Level 10)
Whenever you are hit by an attack roll, you can roll a d6 (no action required). On a 6, the attack misses you automatically.
Red Line (Level 14)
When you use the Overheat mastery property, the Overheated weapon can be used again at the start of your next turn.
Spellslinger
Spellslinger (Level 3)
Complement Your Gunslinging with Arcana
Magic and guns aren't so different—arcane power is like gunpowder, a spell is like a bullet, and you are like a gun, directing your spells with precision at unfortunate targets. Spellslingers mix the disciplines of gunplay and spellcasting, sometimes loading arcane charges with your shots and firing bullets enhanced with lighting, frost, or flame.
Spellcasting
You complement your bullets with the ability to cast spells.
Cantrips
You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Fire Bolt and Message are recommended. Whenever you gain a Gunslinger level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Gunslinger level 10, you learn another Wizard cantrip of your choice.
Spell Slots
The Spellslinger Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Chromatic Orb, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Gunslinger levels, as shown in the Prepared Spells column of the Spellslinger Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Gunslinger, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells
Whenever you gain a Gunslinger level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus
You can use an Arcane Focus or a Ranged weapon as a Spellcasting Focus for your Wizard spells.
Bang, You're Dead!
You can use magic in place of guns.
Finger Guns
You learn the Finger Guns cantrip.
Arcane Shot
When you hit a target with a Finger Guns attack, you can expend one Risk Die as a Bonus Action and add it to the damage roll.
Spellshot (Level 6)
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Counter-Mage (Level 10)
Your experience in combating spellcasters grants you the following benefits.
Abjuration-Breaker
Whenever you make a ranged attack roll, you temporarily disrupt protective magic affecting the target. For the duration of the attack, the effects of spells targeting the creature, such as Mage Armor, as well as the properties and powers of magic items worn or carried by the creature, are suppressed and don't function. The target of the attack can't take a Reaction to cast spells such as Shield in response to the attack or damage.
Antimagic Shot
When you score a Critical Hit and the target is affected by your Gut Shot feature, it also impedes the target's ability to cast spells. While the projectile is lodged in the target, it can't cast spells or take the Magic action. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.
Inured to Magic
When you fail a saving throw against a spell or magical effect, you can take a Reaction to roll 1d6 and add it to the roll, potentially turning the failure into a success.
Magic Bullet [Maneuver] (Level 14)
Trick Shot
Trick Shot (Level 3)
Ricochet Bullets from Every Angle
Accuracy means different things to different people. For you, true accuracy isn't necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others' are while they're still in the air.
Creative Trajectory
You can make your projectiles travel in unexpected ways. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.
Fancy Gunplay (Level 6)
Your flashy weapon tricks grant you the following benefits.
Gun Spinning
Once per turn when you make a Charisma (Performance) check or a Dexterity (Sleight of Hand) check using one of your Ranged weapons, you can roll a Risk Die and add it to the ability check without expending it.
Speed Loader
On your turn, you can reload a weapon with Reload without taking an action or Bonus Action.
Deft Deflection [Maneuver] (Level 10)
You can shoot projectiles out of the air. When an ally within 30 feet of you is hit by an attack, you can take a Reaction and expend one Risk Die to grant that ally the benefit of the Skin of Your Teeth maneuver against that attack. You must be holding a Ranged weapon to use this maneuver.
Pinball Shot (Level 14)
Once on each of your turns when you hit a creature with a ranged attack using a weapon, you can deflect the projectile at additional targets. Choose a different target within 30 feet of the first and make an attack roll against it. On a hit, you can repeat this attack against a new target within 30 feet until you miss or make a total of five attacks. You can't target the same creature with more than one attack each time you use this feature.
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 Risk Dice (no action required).
Troubadour
Troubadour (Level 3)
Cross-Compatible Subclass: This subclass originates from the {@color Vagabond 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.
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.
White Hat
White Hat (Level 3)
Protect Your Allies and Uphold the Law
Some Gunslingers live by a code and expect others to do the same. These Gunslingers, known as White Hats, sometimes serve as officers of the law but never hesitate to do what's right when the law says otherwise. Despite their affinity for deadly weapons, White Hats prefer to keep their friends safe and subdue their enemies nonviolently—a preference their enemies don't often oblige.
Lay Down the Law [Maneuver]
You can take a Bonus Action and expend one Risk Die to keep an eye out for dangers that threaten your companions. Choose an ally that you can see within 60 feet of you. That ally gains Temporary Hit Points equal to the number rolled on the Risk Die. Until the start of your next turn, if the ally is hit by an attack, you can take a Reaction to make a ranged attack using a weapon against the attacker.
Steely-Eyed Aura
An aura of stoic confidence radiates from you in a 10-foot Emanation. You and allies within the Emanation have Advantage on saving throws made to avoid or end the Frightened condition. The aura is inactive while you have the Incapacitated condition.
Reach for the Skies (Level 6)
When you score a Critical Hit against a creature, you call for the target to surrender instead of lodging a projectile in it. The target must succeed on a Wisdom saving throw against your Maneuver save DC or have the Frightened and Incapacitated conditions for 1 minute. These conditions end early if the creature takes any damage, if you have the Incapacitated condition, or if you die. The creature can repeat the Wisdom saving throw at the end of each of its turns, ending the conditions on itself on a success.
Long Arm of the Law (Level 10)
Once per turn when you hit a Large or smaller creature with a ranged attack using a weapon, you can hobble the target. The creature can't move on its next turn unless it first takes the Disengage action.
Gold Star Hero (Level 14)
Though gunslinging heroism, you gain the following benefits.
Improved Aura
The range of your Steely-Eyed Aura feature increases to 30 feet.
Iron-Clad Law
When you use your Lay Down the Law maneuver, the ally has Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Stunned Surrender
When a creature fails its saving throw against your Reach for the Skies feature, it has the Stunned condition instead of the Incapacitated condition.
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.