Hit Points
Vaardigheden
Captain
| Niveau | Proficiency Bonus | Eigenschappen | Battle Dice |
|---|---|---|---|
| 1 | + 2 | Battle Tactics Weapon Mastery | {@dice 2d6} |
| 2 | + 2 | Battle Tactics Weapon Mastery | {@dice 2d6} |
| 3 | + 2 | Battle Tactics Weapon Mastery | {@dice 2d6} |
| 4 | + 2 | Battle Tactics Weapon Mastery | {@dice 2d6} |
| 5 | + 3 | Battle Tactics Weapon Mastery | {@dice 3d6} |
| 6 | + 3 | Battle Tactics Weapon Mastery | {@dice 3d6} |
| 7 | + 3 | Battle Tactics Weapon Mastery | {@dice 3d6} |
| 8 | + 3 | Battle Tactics Weapon Mastery | {@dice 3d6} |
| 9 | + 4 | Battle Tactics Weapon Mastery | {@dice 3d8} |
| 10 | + 4 | Battle Tactics Weapon Mastery | {@dice 3d8} |
| 11 | + 4 | Battle Tactics Weapon Mastery | {@dice 3d8} |
| 12 | + 4 | Battle Tactics Weapon Mastery | {@dice 3d8} |
| 13 | + 5 | Battle Tactics Weapon Mastery | {@dice 4d8} |
| 14 | + 5 | Battle Tactics Weapon Mastery | {@dice 4d8} |
| 15 | + 5 | Battle Tactics Weapon Mastery | {@dice 4d8} |
| 16 | + 5 | Battle Tactics Weapon Mastery | {@dice 4d8} |
| 17 | + 6 | Battle Tactics Weapon Mastery | {@dice 5d8} |
| 18 | + 6 | Battle Tactics Weapon Mastery | {@dice 5d8} |
| 19 | + 6 | Battle Tactics Weapon Mastery | {@dice 5d8} |
| 20 | + 6 | Battle Tactics Weapon Mastery | {@dice 5d8} |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
heavy
shield
simple
martial
Startuitrusting
Klasse-eigenschappen
Battle Tactics (Level 1)
You learn maneuvers that are fueled by special dice called Battle Dice.
Battle Dice
You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the Battle Dice column of the Captain Features table.
Maneuvers
You can expend Battle 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 Strength or Dexterity modifier and Proficiency Bonus.
Maneuver Options
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Lances and Longswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Cohort (Level 2)
You gain a loyal Cohort who carries your banner and follows your lead.
Initiating a Cohort
Choose your Cohort's stat block from those listed later in the class description. Following an 8-hour initiation period, which can be done during a Long Rest, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time.
Cohort in Combat
Your Cohort is Friendly to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls.
Cohort Save DC
If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your Proficiency bonus.
Features
Your Cohort improves and gains new features when you reach certain Captain levels, as shown on the Captain Features table.
Proficiencies
Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your Proficiency Bonus instead of its own. Because Cohort statistics already include a +2 Proficiency Bonus, you need only adjust skill and saving throw proficiencies starting at level 5.
Cohort Species
When you initiate a new Humanoid Cohort, you can also give it one of the following traits to reflect its species.
Dragonborn: Draconic Ancestry
The Cohort has Resistance to one of the following types of damage associated with its dragon progenitor (Captain's choice): Acid, Cold, Fire, Lightning, or Poison.
Dwarf: Resistances and Immunities
The Cohort has Resistance to Poison damage and Immunity to the Poisoned condition.
Elf: Fey Ancestry
The Cohort has Advantage on saving throws it makes to avoid or end the Charmed condition.
Gnome: Saving Throws
The Cohort has proficiency in one of the following saving throws: Intelligence, Wisdom, or Charisma.
Goliath: Powerful Build
The Cohort has Advantage on any ability check it makes to end the Grappled condition. It also counts as one size larger when determining its carrying capacity.
Halfling: Brave
The Cohort has Advantage on saving throws it makes to avoid or end the Frightened condition.
Human: Skillful
The Cohort has proficiency with one skill of your choice.
Orc: Relentless (1/Day)
When the Cohort is reduced to 0 Hit Points, it is reduced to 1 Hit Point instead.
Tiefling: Fiendish Ancestry
The Cohort has Resistance to one of the following types of damage associated with its fiendish progenitor (Captain's choice): Fire, Necrotic, or Poison.
Cohort Spells
Throughout your adventure, you may wish to customize the spells listed in a Cohort's stat block. You can exchange one of the spells listed in the Spellcasting feature with another of the same level. Your GM decides if a spell is appropriate for a Cohort. Generally, the Priest's spells are from the Cleric spell list, the Mage's spells are from the Wizard spell list, and the Shaman's spells are from the Druid spell list.
Fighting Style (Level 2)
You gain a Fighting Style feat of your choice.
Whenever you gain a Captain level, you can replace the feat you chose with a different Fighting Style feat.
Captain Subclass (Level 3)
You gain a Captain subclass of your choice. A subclass is a specialization that grants you features at certain Captain levels. For the rest of your career, you gain each of your subclass's features that are of your Captain 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.
Blitz (Level 5)
Once on each of your turns, you can direct your Cohort or an ally within 60 feet of yourself that can see or hear you. The chosen creature can take a Reaction to move up to its Speed or make one attack with a weapon or Unarmed Strike.
Subclass Feature (Level 6)
You gain a feature from your Captain Subclass.
Valiant Surge (Level 7)
Whenever you or your Cohort score a Critical Hit or reduce an enemy to 0 Hit Points, you regain an expended Battle Die.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Cohort (Level 9)
Your Cohort improves and gains a new feature.
Subclass Feature (Level 10)
You gain a feature from your Captain Subclass.
Coordinated Strike (Level 11)
Once per turn when you take the Attack action and hit with a weapon, you can deal an extra 2d8 damage to the target if your Cohort has dealt damage to that target since the end of your last turn. The extra damage is the same type dealt by the weapon.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Cohort (Level 13)
Your Cohort improves and gains a new feature.
Subclass Feature (Level 14)
You gain a feature from your Captain Subclass.
Lead by Example (Level 15)
Whenever you or your Cohort score a Critical Hit, each ally you choose within 30 feet of you gains Heroic Inspiration.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Cohort (Level 17)
Your Cohort improves and gains a new feature.
Teamwork Maneuvers (Level 18)
When you use a maneuver that targets an ally, you can target a second ally within range without expending an additional Battle Die.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Legendary Commander (Level 20)
Immediately after another creature's turn, you can choose yourself or an ally within 60 feet of yourself that can see or hear you to take a Legendary Action. This action is one of the following: Attack (one attack only), Dash, Disengage, Dodge, Hide, Magic (cast one cantrip only), or Utilize. A creature can only take one Legendary Action each round. When a creature takes the Dash or Disengage action in this way, the benefits of that action last until the end of the creature's next turn.
You can use this feature to take three Legendary Actions and regain all expended uses when you finish a Short or Long Rest.
Multiklassen
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
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.
Cross-Compatability Modifictaions
Level 3: Adrenaline. You can't use an Adrenaline Battle Die with the Rally maneuver.
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...
Switching to Adrenaline Junkie
When you gain a Vagabond level, you can switch your subclass to Adrenaline Junkie...
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)
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.
Demon Brand
Demon Brand (Level 3)
Harness the Demon Within You
Captains bearing an abyssal Demon Brand have struck the darkest of pacts: binding their soul to a demonic entity that periodically takes hold of their body. On the battlefield, they forgo the companionship of a Cohort and rely on a flickering symbiosis between themselves and their demon. The demon and Captain are two halves of the same creature, sharing a single body and parts of one soul.
Demon Cohort
A demonic entity takes up residence within your body. The demon is jealously possessive—it becomes your Cohort and you can't gain a new one. Unlike other Cohorts, the demon isn't a separate entity and doesn't take its own turn. Instead, you transform into the demon using the following rules.
Shape-Shift
You can use a Bonus Action to shape-shift into the demon or return to your normal form. While shape-shifted, your game statistics are replaced by the Demon Cohort's stat block, but you retain your Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, and feats. You choose whether your equipment merges into the demon or is worn by it.
Temporary Hit Points
When you are shape-shifted into the demon, you have Temporary Hit Points equal to the demon's Hit Points, which last until you return to your normal form. When you lose Temporary Hit Points, the demon loses an equal number of Hit Points. If you no longer have Temporary Hit Points or the demon is reduced to 0 Hit Points, you return to your normal form and can't shape-shift into the demon until the demon regains any Hit Points.
Demon in Combat
Unlike other Cohorts, the demon doesn't take a separate turn in combat.
Restoring the Demon
The demon gains the benefits of taking a Short or Long Rest as normal. Spells and other effects that restore Hit Points can target you or the demon while you are shape-shifted. When the demon regains Hit Points, the number of Temporary Hit Points it grants you increases by an equal number. If the demon is reduced to 0 Hit Points, it regains 1 Hit Point after 1 minute, allowing you to shape-shift into it again.
Abyssal Arcana
Your demonic connection grants you the ability to expend Battle Dice to cast the following spells without a spell slot. When you cast a spell using this feature, its duration is 1 minute if it were normally longer.
1 Battle Die:
Detect Magic, Disguise Self, Expeditious Retreat, Silent Image
2 Battle Dice:
3 Battle Dice:
Blindsight (Level 6)
You have Blindsight with a range of 30 feet while shape-shifted and in your normal form.
Instinctive Transformation (Level 10)
When you take damage, you can take a Reaction to shape-shift into the demon or return to your normal form. You have Resistance to the triggering damage.
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.
Abyssal Regeneration (Level 14)
At the start of each of your turns, the demon regains Hit Points equal to 5 plus your Charisma modifier if it is Bloodied.
Dragon Banner
Dragon Banner (Level 3)
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)
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.
Holy Icon
Holy Icon (Level 3)
Champion a Divine Cause
Captains adorned with a Holy Icon are the champions of a god or ideology, embarking on minor quests and holy crusades in furtherance of their ideals. Though not imbued with grand divine powers, they command a suite of lesser miracles to heal and strengthen their allies for the long road ahead and a surety of purpose to propel them onward.
Theological Studies
Your faith and force of personality grant you the following benefits.
Charismatic Religion
You gain proficiency in the Religion skill. Additionally, you gain a bonus to Intelligence (Religion) checks equal to your Charisma modifier (minimum bonus of +1).
Cantrips
You learn two cantrips of your choice from the Cleric spell list. Charisma is your spellcasting ability for these spells.
Minor Miracle
A creature targeted by your Rally maneuver regains Hit Points equal to two rolls of your Battle Die plus your Charisma modifier. Additionally, you can use the Rally maneuver to heal a creature that has 0 Hit Points.
At Captain level 10, a creature targeted by your Rally maneuver regains Hit Points equal to four rolls of your Battle Dice plus your Charisma modifier.
Zealous Fervor (Level 6)
Your fanaticism motivates your allies, granting the following benefits.
Strength of Spirit
When you use your Blitz feature to command an ally that has the Charmed or Frightened condition, it can reroll its save against the effect causing that condition, ending the condition on itself on a success.
Radiant Strike
When you use your Blitz feature to command an ally to make an attack, the attack deals an extra 1d6 Radiant damage on a hit.
Aura of Reprieve (Level 10)
As a Magic action, you can create a 15-foot Emanation originating from you, which lasts for 1 minute or until you have the Incapacitated condition. When you or an ally starts its turn in the Emanation, that creature gains one of the following benefits of its choice. Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend two Battle Die (no action required) to restore your use of it.
Temporary Hit Points
The creature gains 2d8 Temporary Hit Points.
Resistance
The creature has Resistance to a damage type of its choice other than Bludgeoning, Piercing, or Slashing damage until the start of its next turn.
Raise Cohort (Level 14)
You can cast the spell Raise Dead without a spell slot. If you revive a creature that was your Cohort, you also cast the spell without Material components. The creature becomes your Cohort once again, without an 8-hour initiation period.
Once you use this feature, you can't use it again until you finish a Long Rest.
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 3: Faithful Hound. The Hound is your Cohort and uses the rules in the Cohort feature. The Hound uses your Charisma modifier for attack and damage rolls. The Hound also has the Martial Excellence trait.
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)
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.
Lion Banner
Lion Banner (Level 3)
Lead with Heroism and Zeal
Captains who fly the Lion Banner are consummate leaders with forceful personalities and a penchant for heroics. Such Captains lead from the front, flying their banner high in battles where valor and luck turn the tide in their favor.
Commanding Presence
If you use your Born Leader maneuver and the check still fails, you don't expend the Battle Die to use the maneuver.
Challenge [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 goad the target into attacking you. Add the Battle Die to the attack's damage roll. Until the start of your next turn, the target has Disadvantage on attack rolls against creatures other than you while you are within 5 feet of the target.
High Morale (Level 6)
You can use your Morale Boost maneuver when two or more creatures, including yourself, simultaneously fail a saving throw against the same effect, such as a dragon's breath weapon. Each creature that failed its saving throw gains the benefit of Morale Boost, and you only expend one Battle Die.
Vengeful Gambit (Level 10)
When a creature under the effect of your Challenge maneuver hits you with an attack, you can take a Reaction to gain Resistance to the attack's damage for that attack and make an attack against that creature using a weapon or Unarmed Strike as a part of the same Reaction.
Heroic Leadership (Level 14)
When you use your Bolster or Rally maneuver, the target gains Heroic Inspiration if it doesn't already have it.
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...
Infamy
Your violent reputation precedes you and gives you the following benefits. Choose the Deception or Intimidation skill. You gain proficiency and Expertise in the chosen skill.
Grudge
As a Bonus Action, you can hold a grudge against a creature you can see within 30 feet of yourself that has dealt damage to you or one of your allies. This grudge lasts for 1 minute, until the target dies, or until you use this feature's Bonus Action again.
At the start of each of your turns while you hold a grudge, you gain a Grudge Battle Die, which is a d6. You can only have one such Battle Die at a time. You can only use your Grudge Battle Die to perform maneuvers targeting the creature against whom you hold a grudge.
Lone Wolf (Level 6)
You're used to being outnumbered, granting you the following benefits.
Outnumbered, Not Outmatched
When you roll Initiative and there are more enemies than allies in the Initiative order, you have Advantage on your Initiative roll.
Stand Alone
While no ally is within 5 feet of you and you don't have the Incapacitated condition, enemies can't have Advantage on attack rolls against you.
Killing Stroke (Level 10)
When a creature you can see within 5 feet of yourself makes an attack against you, you can take a Reaction to make one attack with a Melee weapon against the attacker. You can draw a weapon as a part of this Reaction. Resolve your attack before the triggering attack. On a hit, the triggering attack automatically misses you.
Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend two Battle Dice (no action required) to restore your use of it.
Swordmaster (Level 14)
Once per turn when you miss with an attack roll, you can repeat that attack against the same target.
Siegeball Jersey
Siegeball Jersey (Level 3)
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. Foes are naturally the opposing team, the referees, or even a rowdy crowd. Quests are no different from a sports season, in which the team is destined to break records and bring home the cup. For Siegeball Captains, sportsmanship and rowdy competition go hand-in-hand. One can expect rousing speeches and inappropriate jeers meted out between downfield sprints and breathtaking tackles.
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.
Skull Banner
Skull Banner (Level 3)
Command a Loyal Undead Cohort
Captains who fly the Skull Banner are grim heralds of an Undead tide. Their Cohorts and followers are shambling corpses or ethereal ghosts, hellbent on consuming and corrupting the living. Necromancers by any other name, Captains of the Skull possess little of the arcane talent beyond what is necessary to command an Undead army; little else is needed to make them formidable adversaries.
Undead Cohort
Instead of initiating a Cohort, you can perform a ritual over the course of 8 hours, which can be done during a Long Rest, to animate an Undead Cohort. Choose its stat block: Corporeal Undead or Incorporeal Undead. You also choose what kind of Undead it is, such as a zombie or ghost, appropriate for the stat block.
Horrific 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 terrify the target. Add the Battle Dice to the attack's damage roll. The target has the Frightened condition until the end of your next turn.
Undead Horde (Level 6)
As a Bonus Action, can cast Animate Dead without a spell slot targeting the corpse of a Medium or Small Humanoid that has died within the last minute. When you cast the spell in this way, the Undead counts as your Cohort for your Captain features and uses your Charisma for its attack and damage rolls. This Undead lasts for 10 minutes, after which it crumbles into dust.
Sacrificial Thralls (Level 10)
Whenever you are targeted by an attack while an Undead you control is within 5 feet of you, you can take a Reaction to command it to dive in the way of the attack, causing the attack to target the Undead 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.
Necromantic Burst (Level 14)
As a Magic action, you can release a burst of negative energy in a 30-foot Emanation centered on a corpse you can see within 60 feet of yourself. Each creature you choose within the Emanation makes a Constitution saving throw against your Maneuver save DC, taking 10d8 Necrotic damage on a failed save or half as much damage on a successful one. Undead you control within the Emanation gains Temporary Hit Points equal to half of the Necrotic damage dealt.
Once you use this feature, you can't use it again until you finish a Long Rest.
Star Wolf
Star Wolf (Level 3)
Lead a Squadron of Allies to Victory
Whether they lead a company of Grax's Guys, a band of Coalition mercenaries, or a crew of space pirates, Captains who emblazon their ships with the Star Wolf's iconography seek fame and fortune amongst the stars. Their hallmarks are daring gunplay and swift starship maneuvers that always keep them a hair ahead of their foes.
Dodge Roll [Maneuver]
You can expend one Battle Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn't provoke Opportunity Attacks and is unaffected by Difficult Terrain.
Grazing Shot [Maneuver]
When you miss with a ranged attack roll, you can expend one Battle Die (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity modifier (minimum). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only deal this damage once per turn.
Squadron Leader
When you are the Pilot of a ship you can take a Bonus Action to adopt a formation with up to 5 allied ships within 10,000 feet of yourself. Ships remain in this formation as long as they remain within 10,000 feet of you. Ships in a formation gain the following benefits.
Barrel Roll
Each ship in the formation has a +2 bonus to Armor Class.
Initiative
Each ship has Advantage on Initiative rolls.
Synchronized Movement
Whenever you take the Move and Fire or Evasive Manuevers action, each ship in the formation can take the same action (no action required).
Target Designation (Level 6)
You can take a Bonus Action to mark a target you can see within 60 feet of yourself with a holographic reticle. The target remains marked for 1 minute or until you use this feature again. While marked, the target gains no benefit from Half Cover or Three-Quarters Cover and has a -2 penalty to AC.
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.
Snap Shot (Level 10)
When you roll Initiative, you can make an attack with a Ranged weapon against a target you can see within 60 feet of yourself. On a hit, the target has Disadvantage on attacks during the first round of combat.
Focus Fire (Level 14)
When you use your Blitz feature to command an ally to make an attack with a weapon, the ally deals an extra 2d8 damage to a creature marked by your Target Designation. This damage is the same type dealt by the weapon.
Star-Spangled Banner
Star-Spangled Banner (Level 3)
Represent the Greatest Democracy in the Multiverse
Captains that wave the Star-Spangled Banner represent the ideals of Justice, Freedom, and Democracy wherever they travel. These values reflect the promise of a mythical land in which all people are prosperous and equal, which may or may not exist somewhere in the multiverse. With a unique shield-fighting technique and a penchant for diving headlong into danger, such Captains are either reckless idealogues or selfless heroes, depending on the situation.
Patriotism
Your unwavering devotion to the Stars and Stripes gives you the following benefits.
Heroic Anthem
You can cast Heroism without a spell slot. Once you use this benefit to cast this spell, you can't do so again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.
Second Amendment
You gain the ability to use the mastery property of a third kind of weapon of your choice.
Shield Fighter
You can use a Shield as a weapon with the following traits. When you throw a Shield, it ricochets back to your hand following a hit or miss.
Weapon Category:
Martial Melee
Damage on a Hit:
1d8 Bludgeoning plus the ability modifier used for the attack roll
Mastery:
Bull Rush [Maneuver]
If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you can expend one Battle Die as a Bonus Action to perform a Bull Rush. The target takes extra Bludgeoning damage equal to the roll of the Battle Die, and must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Extra Attack (Level 6)
You can attack twice instead of once whenever you take the Attack action on your turn. You can't use Blitz and use this feature on the same turn.
Freedom of Movement (Level 10)
You can cast the spell Freedom of Movement on yourself and your Cohort without a spell slot.
Wings of Liberty (Level 14)
As a Bonus Action action, you can transform into an embodiment of freedom: a red, white, and blue spirit resembling a bald eagle carrying an enormous sword or gun. You gain the following benefits for 1 minute. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend three Battle Dice (no action required) to restore your use of it.
Deft Maneuver
You gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver.
Flight
You have a Fly Speed of 30 feet, and can hover.
Liberty or Death
When you are reduced to 0 Hit Points and not killed outright, you can expend one Battle Die to drop to a number of Hit Points equal to the number rolled on the die plus your Charisma modifier.
Tower Banner
Tower Banner (Level 3)
Fortify Yourself and Your Allies
The fortified defenses of Captains who fly the Tower Banner are legendary. Their tactics emphasize fortification and survival, as well-protected soldiers cannot only win battles, but entire wars. Thinking long term is key to any defensive strategy, as Captains of the Tower know the answer is never how they shall counterattack, but when.
Iron Wall [Maneuver]
As a Bonus Action, you can expend one Battle Die to fortify yourself. The next time you are hit by an attack within the next minute, roll the Battle Die and add the number rolled to your AC against this attack, potentially causing it to miss. This effect ends early if you have the Incapacitated condition. You must be wearing Heavy armor to use this maneuver.
Siege Defense
Well-versed in repelling attackers, you gain the following benefits.
Defensive Tactics
When you attack with a Melee weapon whose mastery property you can use, you can replace that property with the Push or Slow property for that attack.
Shooting from Cover
You gain a +2 bonus to ranged attack rolls while in Half Cover or Three-Quarters Cover.
Armored Redirection (Level 6)
When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to target you instead. If the attack roll equals or exceeds your AC, the attack hits you instead; otherwise, it misses.
Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.
Mettle (Level 10)
Your determination allows you to shrug off effects that would otherwise harm you. When you're subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition. Your Cohort also gains the benefits of this feature.
Iron Retribution (Level 14)
Whenever a creature within 5 feet of you misses you with an attack roll, you can strike them with a Shield if you're carrying one (no action required), dealing 3d6 Bludgeoning damage to the attacker.
Troubadour
Troubadour (Level 3)
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.
Yellow Sign
Yellow Sign (Level 3)
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. Their objectives are as secretive as they are disquieting, but undoubtedly demand indoctrination of more thralls to spread their master's sign and influence.
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.