Complete Vagabond 1.1 4 11 2024 Kcbpyq 1
Complete Vagabond 1.1 4 11 2024 Kcbpyq 1
Complete Vagabond 1.1 4 11 2024 Kcbpyq 1
VAGABOND
The Definitive
Dangerous Drifter
by Mage Hand Press
Credits
Designers Michael Holik, Beniamin Ghita
Cover Illustrator Martin Kirby-Jackson
Graphic Design Michael Holik
Interior Illustrations Martin Kirby-Jackson
On the Cover
Martin Kirby-Jackson illustrates a road-worn vagabond
setting off on a dangerous return trek from the
Spire of Secrets nestled in a rugged valley.
Mage Hand Press, and their associated logos are trademarks of Mage Hand Press LLC
® 2024 Mage Hand Press LLC. All Rights Reserved.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC
and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the
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legalcode.
Copyright Mage Hand Press, 2024
MAGE HAND PRESS
www.magehandpress.com
Table of Contents
Class Features.....................................................................................................................................4
Wanderer’s Secret �������������������������������������������������������������������������������������������������������������������������5
Battle Tactics ���������������������������������������������������������������������������������������������������������������������������������5
Desperate Attack ���������������������������������������������������������������������������������������������������������������������������5
Breather...........................................................................................................................................5
Wanderer’s Road ���������������������������������������������������������������������������������������������������������������������������5
Battle Edge �������������������������������������������������������������������������������������������������������������������������������������5
Ability Score Improvement ����������������������������������������������������������������������������������������������������������6
Extra Attack �����������������������������������������������������������������������������������������������������������������������������������6
Mettle...............................................................................................................................................6
Ambush Reflexes ����������������������������������������������������������������������������������������������������������������������������6
Desperate Survival ������������������������������������������������������������������������������������������������������������������������6
Martial Recovery ���������������������������������������������������������������������������������������������������������������������������6
Wayworn..........................................................................................................................................6
Maneuvers............................................................................................................................................6
Wanderer’s Roads...............................................................................................................................9
Brigand............................................................................................................................................9
Death Wish....................................................................................................................................10
Houndmaster �������������������������������������������������������������������������������������������������������������������������������10
Justicar...........................................................................................................................................11
Knight Errant ������������������������������������������������������������������������������������������������������������������������������12
Mage Brand...................................................................................................................................13
Branded Spells �����������������������������������������������������������������������������������������������������������������������������14
Pugilist..........................................................................................................................................14
Rōnin..............................................................................................................................................15
Troubadour...................................................................................................................................15
Vagabond
Peals of thunder and sheets of rainfall batter a lone
traveler on a forest road. In a flash of lightning, a
half-dozen hooded bandits emerge from the treeline,
brandishing crossbows and shouting demands. Weary
but unfazed, the traveler draws a longsword and plunges
into an exotic stance, sweeping through the brigands with
terrible speed.
On another road, caustic bile drips from a behir’s
teeth as it surveys its latest victim—its next meal. The elf
adorned in patchwork armor, beaten and bruised, snaps
awake and seizes a cracked floor tile with both hands.
Wild desperation in her eyes, the elf drives the tile into the
behir’s skull over and over, carving a path toward salvation.
No matter where they’re going or what they’re
running from, a vagabond’s only home is the open road.
The peril of their journey would leave most dead on the
roadside, but the vagabond endures, driven by a desperate
will to survive and a mastery of fierce combat maneuvers.
Endless Wanderers
Vagabonds are constantly on the road, drifting between
taverns and backwoods villages on an endless, wandering
journey. Some choose the unrooted lifestyle, but many
more were driven from their homes, never to return.
Whether a particular vagabond is a dangerous fugitive,
penniless vagrant, or devout pilgrim is a secret known
only to them. After all, anonymity is a precious boon for
the road-weary.
Many vagabonds prefer to travel alone, but just as
many find themselves in the company of adventurers.
There is safety in numbers, after all, and a lifestyle of
questing and dungeon-delving rarely lets one settle in one
place for long.
Desperate Maneuvers
The long miles of their journeys instill a feeling of
desperation in vagabonds. They’re desperate to continue,
to reach their destinations. But most of all, they’re Creating a Vagabond
desperate to survive. When a vagabond is backed into a As you create your vagabond, consider why your
corner, they fight like a crazed animal, slashing wildly, character has taken to the road. Do you one day wish to
biting and scratching if necessary. return home? Consult the options in the Wander’s Secret
But they also learn more practical tools for survival. feature for ideas. Also consider how your journey has
Vagabonds are experts at performing maneuvers picked shaped your character so far. Do you take joy in finding
up from traveling companions and warriors they companionship wherever you travel, or do you prefer
encounter on their globe-spanning travels. Those that fail anonymity underneath a drawn hood? Are you road-
to master these exotic fighting styles end their wanderings weary from your travels or does seeing a new horizon
early, dead on the roadside. invigorate you each day?
When other means fail, vagabonds can always find Who taught you how to wield a weapon, and who
short-term employment as sellswords or bodyguards, for trained you in the deeper arts of battle tactics? You might
few can match their experience in perilous combat with be self-trained, learning through near-death experiences
equal vigor. and careful observation of others. Or you might have had a
tutor, even several of them, whose teachings have resulted
in your unique fighting style. Were you a dangerous
combatant before you left home, or are your fearsome
maneuvers a survival mechanism learned on the road?
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The Vagabond
Proficiency Maneuvers Battle
Level Bonus Features Known Dice
1st +2 Wanderer’s Secret, Battle Tactics 2 2d8
2nd +2 Desperate Attack, Breather 3 2d8
3rd +2 Wanderer’s Road, Battle Edge 4 3d8
4th +2 Ability Score Improvement 4 3d8
5th +3 Extra Attack 5 3d10
6th +3 Wanderer’s Road feature 5 3d10
7th +3 Mettle 6 4d10
8th +3 Ability Score Improvement 6 4d10
9th +4 Ambush Reflexes 7 4d12
10th +4 Wanderer’s Road feature 7 4d12
11th +4 Battle Edge improvement 8 5d12
12th +4 Ability Score Improvement 8 5d12
13th +5 — 9 6d12
14th +5 Wanderer’s Road feature 9 6d12
15th +5 Desperate Survival 10 7d12
16th +5 Ability Score Improvement 10 7d12
17th +6 — 11 8d12
18th +6 Martial Recovery 11 8d12
19th +6 Ability Score Improvement 12 8d12
20th +6 Wayworn 12 8d12
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Complete Vagabond
Wanderer’s Secret Battle Tactics
By choice or necessity, you have left your home and In your endless wandering, you have adopted a handful of
committed to a life of aimless travel. Your reasons for maneuvers from traveling companions and foes that are
drifting through the world are deeply personal, either fueled by special dice called battle dice.
a closely-guarded secret or a painful aspect of your life.
Choose your reason for traveling from the options below: Battle Dice
Avenger. You have set out on a mission to exact You have two battle dice, which are d8s. A battle die is
vengeance. You gain proficiency in the Intimidation skill. expended when you use it. Your battle die changes and
Choose up to five specific creatures that have wronged you more battle dice become available when you reach certain
that you wish to seek revenge against. levels in this class, as shown on the Vagabond table.
You must know these creatures’ names or must You regain all of your expended battle dice when you
otherwise have enough information to identify them. finish a short or long rest, or when you roll initiative.
Your weapon attack rolls against these creatures have a +5 Once per turn, you can use a maneuver of your
bonus to hit and deal an extra 5 damage on a hit. choice. Maneuvers typically expend a battle die, but
Bohemian. Wanderlust is in your bones; you you don’t add this battle die to the maneuver’s attack or
couldn’t stay in one place for too long if you tried. You damage roll unless otherwise noted.
ignore nonmagical difficult terrain. Additionally, you
can communicate simple ideas to any creature that
Maneuvers
You learn two maneuvers of your choice, which are
understands at least one language using universal gestures
detailed at the end of the class description. You gain
and some creativity.
additional maneuvers as you gain levels in this class, as
Explorer. Consulting vague maps and ancient texts,
shown in the Maneuvers Known column of the Vagabond
you have embarked upon an expedition to find a mythical
table. When you gain a level in this class, you can choose
location or chart a distant corner of the world. You gain
one of the maneuvers you know and replace it with
proficiency in the Survival skill and with cartographer’s
another maneuver that you could learn at that level.
tools and navigator’s tools. Additionally, you learn one
language of your choice. Overexertion
Ghost. You are dead, as far as anyone knows. If you If you have no battle dice remaining, you can still expend
can keep moving and remain anonymous, no one will a battle die once per turn to fuel a maneuver or feature.
be the wiser. You gain proficiency in the Deception skill. When you do so, you roll the battle die and lose hit points
Additionally, when you gain this feature, choose one equal to the number rolled.
falsehood about yourself that you practice until you can
recite it perfectly. This falsehood can be a single lie or an Saving Throws
entire false history. You never need to make a Deception Some of your maneuvers require the target to make a
check for this falsehood. saving throw to resist the maneuver’s effects. The saving
Hunted. You are pursued by those who would kill throw DC is calculated as follows:
you on sight or drag you to an ill-fated end. You might
be on the run from the law, a wayward assassin, or a Maneuver save DC = 8 + your proficiency bonus +
supernatural force. This constant threat grants you a +5 your Strength or Dexterity modifier (your choice)
bonus to your passive Wisdom (Perception) score and
allows you to instantly awaken whenever a creature moves Desperate Attack
within 30 feet of you.
Pilgrim. Your journey is to a remote holy site, both By 2nd level, you are most dangerous when backed into a
as a test of faith and in search of enlightenment. You corner. If you have no more than half your hit points left,
gain proficiency in the Religion skill. Additionally, you you have advantage on weapon attack rolls.
learn the light and spare the dying cantrips. Intelligence, Breather
Wisdom, or Charisma is your spellcasting ability for these
spells when you cast them with this feature (choose when Also at 2nd level, you can take a breather, 1 minute of
you select this motive). downtime during which you compose yourself and mend
Seeker. You are searching for something or someone your wounds. When you do so, you can expend one Hit
that is precious to you, such as a loved one or a powerful Die to regain hit points as if you finished a short rest.
magic item. You have advantage on ability checks you
make to gather information about the object of your Wanderer’s Road
search. Additionally, you can take the Search action as a By 3rd level, you adopt the mannerisms, style, and skills
bonus action. of an archetypal wanderer, embodied by a wanderer’s
Vagrant. You are penniless and just trying to get by. road. These subclasses are detailed at the end of the class
Because you are beneath the notice of most people, you description. The road you choose grants you features at
never need to make a Stealth check to move unnoticed 3rd level and again at 6th, 10th, and 14th level.
while traveling alone in public spaces. This anonymity
fails if your conduct draws undue attention to yourself.
Additionally, you can perfectly conceal one-handed
weapons on your person.
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Battle Edge Maneuvers
Also at 3rd level, you gain an additional way to spend
The vagabond can spend battle dice to utilize special
your battle dice. Once on each of your turns, when you hit
maneuvers listed in this section. They are presented in
a creature with an attack, you can expend one battle die
order of prerequisite level. If a maneuver has prerequisites,
and add it to the attack’s damage roll.
you must meet them to learn it. You can learn the
Starting at 11th level, you can use this feature twice
maneuver at the same time that you meet its prerequisites.
on each of your turns.
A level prerequisite refers to your level in this class.
Ability Score Improvement Bear Hug
When you reach 4th level, and again at 8th, 12th, 16th, Immediately after you hit a creature with a melee attack
and 19th level, you can increase one ability score of your on your turn, you can expend one battle die as a bonus
choice by 2, or you can increase two ability scores of your action to attempt to grapple the target. Add the battle
choice by 1. As normal, you can’t increase an ability score die to the Strength (Athletics) check. If you successfully
above 20 using this feature. grapple the target, it takes bludgeoning damage equal to
the battle die’s roll + your Strength modifier.
Extra Attack
Bull Rush
Beginning at 5th level, you can attack twice, instead of
When you move at least 10 feet in a straight line and
once, whenever you take the Attack action on your turn.
immediately make a melee weapon attack against a
Mettle creature, you can use a bonus action and expend one battle
die to shove the target after the attack. Add the battle die
At 7th level, your determination allows you to shrug to the Strength (Athletics) check you make to shove the
off effects that would otherwise harm you. When you target. On a success, you can choose to either knock the
are subjected to an effect that allows you to make a target prone or push it up to 10 feet away from you.
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving Cleave
throw, and only half damage if you fail. Once on each of your turns, when you reduce a hostile
creature to 0 hit points or score a critical hit with a melee
Ambush Reflexes weapon attack, you can expend a battle die to move up
Beginning at 9th level, you can sense ambushes moments to 15 feet and make another melee weapon attack as part
before they happen. You can’t be surprised while you of the same action. On a hit, you add the battle die to the
are conscious. Additionally, when you roll initiative, you attack’s damage roll.
can move up to your walking speed without provoking Dig Deep
opportunity attacks.
As a bonus action on your turn, you can expend one battle
Desperate Survival die to gain temporary hit points equal to the number
rolled on the die + your Constitution modifier. These
By 15th level, you have a knack for evading lethal blows. If temporary hit points last for 1 minute.
you have no more than half your hit points left and aren’t
incapacitated, critical hits against you automatically miss. Dodge Roll
You can expend one battle die as a bonus action to move
Martial Recovery up to 15 feet. This movement doesn’t provoke opportunity
Starting at 18th level, you can use your bonus action to attacks, ignores difficult terrain, and allows you to move
regain all of your expended battle dice. You can use this through a hostile creature’s space, as long as you don’t end
bonus action only if you haven’t used a maneuver this your movement there.
turn, and after you use the bonus action, you can’t use a Eagle Shot
maneuver until the end of the current turn.
When you make a ranged weapon attack roll against a
Once you use this feature, you can’t use it again until
creature, you can use your bonus action and expend one
you finish a short or long rest.
battle die to add it to the roll. You can use this ability
Wayworn before or after making the attack roll, but before the GM
says whether the attack hits or misses.
By 20th level, your long years on the road have left you
bone-weary, but always ready for danger. You are always Effortless Dodge
considered to have fewer than half of your hit points for As a bonus action, you can expend a battle die to take the
the purposes of your class features. Dodge action. You can’t use this maneuver while wearing
medium or heavy armor.
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Complete Vagabond
Vagabond Maneuvers
Prerequisite Battle Dice
Maneuver Level Cost Description
Bear Hug — 1 Grapple a target and crush them
Bull Rush — 1 After a charge, push a target away or knock it prone
Cleave — 1 Perform a deadly follow-up to a critical hit or mortal blow
Dig Deep — 1 Bolster yourself with temporary hit points
Dodge Roll — 1 Roll out of harm’s way without provoking opportunity attacks
Eagle Shot — 1 Make a ranged attack with pin-point accuracy
Effortless Dodge — 1 Take the Dodge action as a bonus action
Heel-Cutter — 1 Prevent a foe from retreating
Iron Wall — 1 Gain an AC bonus against the next hit against you
Lightning Reflexes — 1 Add a battle die to your initiative roll
Lion’s Challenge — 1 Challenge a target to single combat for one round
Staggering Strike — 1 Attempt to temporarily incapacitate a foe
Viper Strike — 1 Increase your reach and prevent a foe’s reactions
Blinding Attack 5th 3 Aim for the eyes and attempt to temporarily blind a foe
Coup de Grace 5th Varies Attempt a killing blow
Ruinous Blow 5th 3 Permanently damage a foe’s armor
Volley 5th 3 Target several foes with ranged attacks
Whirlwind Attack 5th 3 Attack multiple foes around you
Critical Strike 11th Varies Make an attack with a high chance of scoring a critical hit
Flourish 11th Varies Perform an elegant maneuver with up to five effects
Focused Assault 11th Varies Keep attacking until you miss
Stunning Blow 11th 5 Perform a powerful blow with a chance to stun
Wounding Strike 11th Varies Inflict bleeding wounds on a foe
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Blinding Attack Flourish
Prerequisite: 5th level Prerequisite: 11th level
You can use your action to make a weapon attack against a You can use your action to perform a graceful maneuver
creature, attempting to temporarily blind it. On a hit, you with a melee weapon you are holding. Make a weapon
expend three battle dice and add them to the damage roll. attack against a creature. On a hit, expend up to five
The target you hit must succeed on a Constitution saving battle dice and add any number of them to the damage
throw or be blinded for up to 1 minute. A creature blinded roll. Additionally, you can choose to inflict one of the
by this maneuver makes another Constitution saving following effects, plus an additional effect for each die you
throw at the end of each of its turns. On a successful save, didn’t add to the damage roll:
it is no longer blinded. • If the target is Large or smaller, you knock it prone or
Coup de Grace push it 15 feet away from you.
Prerequisite: 5th level • If the target can make multiple attacks on its turn, it
can make one fewer than normal, to a minimum of one.
You can use your action to make a melee weapon attack • The target has disadvantage on the next attack roll,
against a creature that is missing any of its hit points. On ability check, or saving throw it makes.
a hit, you expend up to three battle dice and add them to • The target can’t take reactions until the start of its next
the damage roll. If this attack reduces the target to 0 hit turn. If it has Legendary Actions, it can take one fewer
points, this maneuver expends no battle dice. before the start of its next turn.
Ruinous Blow • The target drops one item of your choice that it’s
Prerequisite: 5th level holding. The object lands at its feet.
You can use your action and make a melee weapon attack Focused Assault
against a target that has natural armor or is wearing Prerequisite: 11th level
armor, attempting to sunder its defenses. On a hit, you You can use your action to initiate a series of rapid strikes.
expend three battle dice and add them to the damage roll. Make a weapon attack against a creature. On a hit, you can
The target you hit suffers a −3 penalty to its Armor Class. expend one battle die to attack the target again. You can
The penalty imposed by this maneuver is cumulative if a continue expending battle dice and attacking the target,
creature is affected by it multiple times. Armor reduced to up to a maximum of five attacks, until you miss. On each
an AC of 10 in this way is destroyed. A creature can repair hit after the first, add a battle die to the damage roll.
its armor or heal the damage dealt to its natural armor
over the course of a long rest. Stunning Blow
Prerequisite: 11th level
Volley
Prerequisite: 5th level You can use your action to make a weapon attack against
a creature, attempting to stun it with the force of the
You can use your action and expend three or more battle blow. On a hit, you expend five battle dice and add them
dice to make a ranged weapon attack against a number of to the damage roll. The target you hit must succeed on
creatures up to the number of battle dice expended. Each a Constitution saving throw or be stunned for up to 1
target must be within 10 feet of a point you can see within minute. A creature stunned by this maneuver makes
your weapon’s range. You must have ammunition for each another Constitution saving throw at the end of each of its
target, as normal, and you make a separate attack roll for turns. On a successful save, it is no longer stunned.
each target. On a hit, add a battle die to the damage roll.
Wounding Strike
Whirlwind Attack Prerequisite: 11th level
Prerequisite: 5th level
You can use your action and make a weapon attack against
You can use your action and expend three or more battle a target, attempting to deal a bleeding wound. On a hit,
dice to make a melee attack against a number of creatures you expend two, four, or six battle dice, and add half of
within 5 feet of you, up to the number of battle dice them to the damage roll. The target suffers a bleeding
expended, with a separate attack roll for each target. On a wound for every two dice you expended. Constructs,
hit, add a battle die to the damage roll. Oozes, and Undead can’t get bleeding wounds. While the
Critical Strike target has one or more bleeding wounds, it loses hit points
Prerequisite: 11th level at the start of each of its turns equal to one roll of your
battle die for each wound. The creature can use an action
You can use your action to aim for a foe’s vital areas. to staunch the bleeding of all of its wounds. While a target
Choose how many battle dice to expend on a hit, up to is bleeding, it can’t regain lost hit points.
five, and make a weapon attack against a target. For each
battle die, the number you must roll on the d20 to score a
critical hit decreases by 2. For example, if you expend five
battle dice, you score a critical hit on a roll of 10–20. On a
critical hit, expend the chosen number of battle dice and
add half of them, rounded down, to the damage roll.
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Complete Vagabond
Wanderer’s Roads
No two vagabonds embark on the same journey; no two
roads are the same. However, the destinations sometimes
rhyme. Each of a vagabond’s choices on their endless
journey is a fork in the road that shapes them. Each mile
hardens them a bit more. Ultimately, a vagabond’s choices
and skills converge on an archetypal expression, that of a
wanderer’s road. This road represents how the vagabond
chooses to travel, what they value most, and lines they will
never cross.
Brigand
Brigands encompass all manner of highwaymen, pirates,
raiders, and other dastardly folk. No tactic, no matter how
heinous, is off the table for a band of brigands, whether
that means roadside ambushes or taking hostages at
knifepoint. Ultimately, most brigands are driven to their
thievery through desperation; it is fitting that they leave
others as few choices as were afforded to them.
Ruthless Ambusher
Starting when you set out on this road at 3rd level, you
are always prepared to strike first. When you roll initiative
and aren’t surprised or incapacitated, you can expend one
battle die to make one weapon attack.
Additionally, you can draw or stow up to two
weapons when you roll initiative and whenever you take
an action on your turn.
Craven
Also at 3rd level, when a creature you can see misses you
with a melee attack, you can use your reaction to move 5
feet without provoking opportunity attacks.
While you have a creature hostage, you can add your
Maneuver: Take Hostage battle die to Charisma (Intimidation) checks you make
Beginning at 6th level, you learn the following maneuver: against the creature’s allies. You have three-quarters cover
As a bonus action, you can expend one battle die to from attacks while holding a creature hostage. Attacks that
seize an incapacitated creature and hold it hostage with a miss you hit the hostage instead.
weapon you are holding. If you reduce a creature to 0 hit You can use your reaction to free the hostage or
points, you can use this maneuver to reduce it to 1 hit point execute a hostage that has 1 hit point in response to any
instead, rendering it incapacitated while you hold it hostage. creature’s movement or action.
Wanderer’s Roads
Name Description
Brigand A cutthroat highwayman who does despicable things for coin
Death Wish An adrenaline junkie living life on the edge
Houndmaster A wanderer, inseparable from their dog
Justicar Judges the guilty and metes out punishments as they see fit
Knight Errant A wandering knight in search of honorable quests and worthy adversaries
Mage Brand Burns their body with magical runes to command minor magic
Pugilist Cracks knuckles, swings fists, and breaks bones
Rōnin A dangerous and disgraced knight
Troubadour A traveling musician that fills the roads with levity
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Underhanded Blow Daredevil
By 10th level, when you hit a creature that hasn’t taken Starting at 10th level, whenever you have no more than
a turn in combat yet, you can disorient your target. That half your hit points left, you gain temporary hit points
creature has disadvantage on attacks it makes until the equal to half your vagabond level + your Constitution
end of its turn. modifier whenever a creature you can see misses you with
Once you use this feature, you can’t use it again until an attack or you succeed on a saving throw against a spell
you finish a short or long rest, or when you roll initiative. or magical effect and take no damage.
Cutthroat Defy Death
Starting at 14th level, ruthlessness is second-nature to By 14th level, near-death experiences are second-nature
you. When you hit a creature with a melee weapon attack to you. When you are reduced to 0 hit points but aren’t
and roll the maximum number on any damage die, you killed outright, you can choose to instead regain hit points
can roll that die again and add it to the damage of the hit, equal to twice your vagabond level + your Constitution
rolling again if the roll is also the maximum number, and modifier. When you do so, you also regain all of your
so on. You can roll each damage die up to a maximum of expended battle dice.
four times. Once you use this feature, you can’t use it again until
you finish a long rest.
Death Wish
You’ll end up dead in a ditch one day. Why fight it? Houndmaster
Vagabonds who embrace a death wish might subscribe to Stretching ever onward, the road is grueling and
grim fatalistism or live every day as a freewheeling riot, but unforgiving. But, as houndmasters know, it need not be
they are all adrenaline junkies, tempting fate at every turn. lonely. A single dog, mankind’s most loyal companion,
can make all the difference in the world. Houndmasters
Reckless Abandon are never found without their dogs, who both serve as
Starting when you set out on this road at 3rd level, inseparable companions and fearsome defenders as the
circumstances or preference has transformed you into need arises.
a chronic risk-taker. You gain Inspiration whenever
you make an ability check using Strength, Dexterity, Faithful Hound
or Constitution that has disadvantage due to its Starting when you set out on this road at 3rd level, you
impracticality, danger, or challenge. always have your loyal hound at your side. Your hound’s
statistics improve as you gain levels in this class.
Adrenaline Commanding Your Hound. You can control your
Also at 3rd level, you feel a rush when your life is on the hound with verbal commands or hand signals while you
line. Whenever you begin your turn and have no more are conscious without using any actions. In combat, your
than half your hit points left, you gain an adrenaline battle hound takes its turns immediately before or after your
die, which is a d6. You can only have one of these battle turn each round (your choice). If you are unconscious,
dice at a time. This battle die is expended if you have more your hound will move and attack to protect your body
than half of your hit points. from harm.
Hit Points. For each vagabond level you gain after
Danger Sense 3rd, your hound gains an additional Hit Die and increases
By 6th level, you have a second sense for danger, allowing its hit points accordingly.
you to dodge away at the last possible moment. You have If your hound drops to 0 hit points, it is stable but
advantage on Dexterity saving throws against effects that unconscious until it regains any hit points. See the Does
you can see, such as traps and spells. To gain this benefit, the Dog Die? sidebar for how to govern your hound living
you can’t be blinded, deafened, or incapacitated. or dying.
Proficiencies. Your hound uses your proficiency
bonus rather than its own. Due to your connection and
your hound’s training, your hound adds your proficiency
bonus to its Armor Class, saving throws, and damage rolls.
Switching to Death Wish Maneuver: Sick ‘Em!
The life of a vagabond is fraught and sometimes Also at 3rd level, you learn the following maneuver:
seems hopeless. If you have lost your reason to As a bonus action, you can expend a battle die to
wander you can switch your subclass to Death Wish command your hound to attack a creature you can see
from any other Wanderer’s Road. You might choose to within 40 feet of it. The hound moves up to its speed and
do so, for example, if you chose the Avenger secret makes one Bite attack against the target, adding the battle
and you have successfully exacted vengeance against die to its attack roll.
all of your targets, or if you chose the Seeker secret
and the item of your search is destroyed. Desperate Companion
Also at 3rd level, your hound will stop at nothing to
protect you. If you have no more than half your hit points
left, your hound has advantage on weapon attack rolls.
10
Complete Vagabond
Hound Does the Dog Die?
Medium Beast, Unaligned Your hound isn’t just a minion to be sacrificed in
Armor Class 12 combat: it’s your most loyal companion, an important
Hit Points 16 (3d8 +3) part of your character, and an integral component
Speed 40 ft. of your playstyle. Therefore, discuss with your GM
about how to handle the possibility of your dog’s
STR DEX CON INT WIS CHA death. Your dog might be narratively immortal and
13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2) fully healed overnight, or its death might represent a
major moment in your character’s story, causing you to
Skills Perception +3, Survival +3 adopt another subclass, such as Death Wish, instead
Senses passive Perception 13 of this one.
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Keen Hearing and Smell. The hound has advantage Justicar
on Wisdom (Perception) checks that rely on hearing or
smell. The Order of Justicars were once the long arm of kings
and courts, patrolling the outer-edges of kingdoms to
Actions enforce laws and mete out justice. Now, however, they
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one are a relic of a bygone age, replaced by the governance
target. Hit: 4 (1d6 + 1) piercing damage. If the target is of smaller watchtowers and keeps on the frontier.
a creature, it must succeed on a DC 11 Strength saving Only a handful of the original justicars remain, but are
throw or be knocked prone. supplemented by ever-growing ranks of vigilantes who
don their hoods and wear their badges to serve up their
own brand of justice.
Hound’s Instincts You might be a true justicar, imbued with the
By 6th level, your hound can pick up a scent and follow authority of a king or governor, or a lawless vigilante
it for miles. While your hound is at your side, you have wearing the veneer of one. To criminals and ner-do-wells,
advantage on Wisdom (Survival) checks you make to there’s no difference—justicars mean trouble.
track a creature and can always discern if a creature has Voice of Authority
passed through a location. Starting when you set out on this road at 3rd level, you
Additionally, you have advantage on Wisdom bear the badge and hood of a justicar. Common folk
(Insight) checks you make to discern if a creature is defer to you in matters of law, especially in times of
hostile and any ability check you make to determine if a crisis. As a result, you have advantage on any Charisma
creature is disguised, possessed, or transformed. (Intimidation) or Charisma (Persuasion) check you make
Loyal Redirection to convince someone that you have authority to investigate
By 10th level, you would put your life on the line for your crimes, proclaim judgment, or deliver punishment.
hound. When your hound is within 5 feet of you and is Maneuver: Mark of Judgment
targeted by an attack while you are within the attack’s Also at 3rd level, you learn the following maneuver:
range or reach, you can use your reaction to change the You can expend a battle die as a bonus action to place
target of the attack to you instead. Or vice-versa, your a mark of judgment on a creature you can see within 30
hound can use its reaction to change the target of an feet of you. This mark lasts for 1 minute and ends early
attack to it instead, provided it is within 5 feet of you and if the target dies or you use this maneuver again to mark
within the attack’s reach or range. a different creature. Whenever you make an attack roll
Old Dog, New Tricks against the marked creature, you can roll a d4 and add it
Starting at 14th level, your dog has learned how to to the attack roll.
perform dangerous combat maneuvers. Beginning at 11th level, you can add a d6 to the
Battle Dice. Your hound has two battle dice, which attack roll.
are d12s. A battle die is expended when your hound uses Implacable Soul
it. It regains all of its expended battle dice when it finishes Beginning at 6th level, you are immune to being charmed
a short or long rest, or when it rolls initiative. or frightened (your choice).
Maneuvers. Your dog knows two of your maneuvers
that don’t have a prerequisite. If a maneuver you use Interdict
requires a target to make a saving throw to resist the Beginning at 10th level, if a hostile creature you can see
maneuver’s effects, the saving throw DC equals your takes a legendary or lair action, you can intercede and
Maneuver save DC. prevent that action from happening (no reaction required).
Once you use this ability, you can’t use it again until
you finish a short or long rest.
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Righteous Retribution When you use the Lion’s Challenge maneuver, you
Starting at 14th level, when a friendly creature you can can choose for it to last for 1 minute, instead of until the
see within 5 feet of you is hit by an attack, you can use end of your next turn. When you do so, the effect ends
your reaction to make a melee weapon attack against early if you use this maneuver again, if you attack any
the attacking creature, if the attacker is within your creature other than the target of your challenge, if you cast
weapon’s reach. a spell that targets a hostile creature other than the target,
if a creature friendly to you damages the target or casts a
Knight Errant harmful spell on it, or if you end your turn more than 30
feet away from the target.
Knights that have failed, forsaken, or betrayed their
masters are known as knights errant or rōnin. Though Questing Vow
they no longer follow the dictates of a master, these Starting at 6th level, you can appoint yourself to complete
knights are usually reluctant to abandon their vows an honorable quest with an unbreakable vow. You can
of ethics entirely. Many wander the lands seeking out swear this vow over the course of a long rest. This vow
honorable quests and worthy adversaries, for even lasts until you complete the associated quest or the GM
disgraced knights are knights nonetheless. declares that the quest is unfulfillable. When you choose
your specific quest, it must be honorable, specific, and
Bonus Proficiency reasonably achievable. Furthermore, it should fit the
Starting when you set out on this path at 3rd level, you archetype of the Cup, the Blade, or the Heart, and the
gain proficiency in one of the following skills of your GM must approve your quest. If your quest doesn’t fit one
choice: History, Insight, or Persuasion. of these archetypes, the GM chooses which benefit you
Knight’s Challenge receive while embarking on this quest.
Also at 3rd level, you maintain an honorable code of The Blade. You have embarked on a quest to slay
dueling ethics. You learn the Lion’s Challenge maneuver. a specific creature or best a specific rival combatant.
If you already know this maneuver, you learn a different Whenever you roll initiative to battle this creature or one
maneuver of your choice. The maneuver doesn’t count or more of its allies, you gain an extra battle die, which
against your number of maneuvers known. lasts until it is expended or the combat ends.
The Cup. You have sworn a vow to seek out an
object, be it an artifact, a remedy, or a symbolic item.
Whenever you engage in a course of activity that
brings you closer to your chosen item, with the GM’s
permission, you can gain Inspiration.
The Heart. You have dedicated yourself to winning
someone’s favor. You have advantage on Charisma checks
made to interact with this creature.
Redirection
By 10th level, you can protect the unwary in the midst
of combat. When a friendly creature within 5 feet of you
is targeted by an attack while you are within the attack’s
range or reach, you can use your reaction to change the
target of the attack to you instead. You have resistance
to bludgeoning, piercing, and slashing damage dealt by
this attack.
Surge of Valor
Starting at 14th level, you can use a bonus action to
summon up a well of determination. Until the start of
your next turn, whenever you make an attack roll, ability
check, or saving throw, you can roll a battle die without
expending it and add it to the roll.
Additionally, whenever you take damage from a hostile
creature before the start of your next turn, you can roll a
battle die without expending it and add your Constitution
modifier. Reduce the damage taken by that total.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
12
Complete Vagabond
Mage Brand Arcane Synesthesia
Starting at 6th level, due to your spellbrands, you can
Searing runes and arcane geometry into one’s skin is an
smell and taste the lingering evidence of magic. You can
agonizing practice known as spellbranding. Though it was
instantly identify a creature that has cast a spell within the
once used by tyrannical giants to imbue their conscripts
last 24 hours. If you touch an object, you can detect if it is
with a mote of magical potential, spellbranding has long
a magic item, but not its properties.
since been disparaged in polite society. However, a few
that are willing and desperate enough to burn themselves Aegis Mark
with magical runes might still utilize that magic today. By 10th level, you bear a defensive spellbrand that wards
The so-called “Mage Brands” need none of a mage’s you from harm and punishes your foes. You can cast the
intellect or a priest’s faith; they need only tenacity and a spell hellish rebuke or shield using this feature without
tolerance for pain. expending a spell slot or battle dice.
Spellbranding Once you use this feature to cast one of these spells,
you can’t do so again until you finish a short or long rest,
Starting when you set out on this road at 3rd level, you
unless you expend two battle dice to use it again.
have been taught the agonizing magic of spellbranding.
Cantrips. You learn two cantrips of your choice Imprinted Spellscar
from the wizard spell list. You learn an additional wizard Beginning at 14th level, when a spell is cast that targets
cantrip of your choice at 10th level. you, or you are in the area of a spell’s effect, you can
Branded Spells. By searing arcane symbols into your temporarily learn that spell if it is of 5th lever or lower,
flesh, you gain the ability to harness certain spells. You marking it on your skin as a faint spellbrand. You can’t use
gain two 1st-level spells of your choice from the Branded this ability to learn a spell that had no effect on you, even
Spells table. At 6th level, you gain two 2nd-level spells of if it forced you to make a saving throw against it.
your choice from the table. Once before you finish a long rest, you can cast this
Because your spells are branded onto your skin, you spell as a branded spell by expending a number of battle
can’t later remove or replace a spell after it is gained. dice equal to the spell’s level.
Casting Spells of 1st-Level or Higher. To cast one of You know this spell until you cast it or you use this
your branded spells, you must expend a number of battle feature again.
dice equal to the spell’s level.
Spellcasting Ability. Charisma is your spellcasting
ability for your branded spells, so you use your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting
the saving throw DC for a branded spell you cast and
when making an attack roll with one.
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the nearest unoccupied space to where you disappeared.
Branded Spells While vanished, you are outside time; you can’t take
The following spells are available to the Mage Brand as actions or reactions, time doesn’t pass for you, your spell
branded spells, and are presented in alphabetical order. effects are suspended, and you can’t be affected by attacks
or effects.
Instant Replay At Higher Levels. When you cast this spell using a
1st-level transmutation (chronomancy) spell slot of 3rd level or higher, you can choose a duration
Casting Time: 1 bonus action of 1 minute. If you cast this spell using a spell slot of 5th
Range: Self level or higher, you can choose a duration of 1 hour.
Components: V, S
Duration: 1 minute Pugilist
The next time you miss a creature with an attack before this Knuckles crack and a meaty fist rears back to crush bone.
spell ends, you can instantly reset yourself to the moment Pugilists are hand-to-hand brawlers with a tolerance for
before the attack and repeat it against the same target. pain and a willingness to inflict it at a moment’s notice.
Unlike martial artists that emphasize speed and precision,
Recall pugilists leverage brute force in their blows. Why strike
2nd-level conjuration (chronomancy) several times when once will do?
Casting Time: 1 bonus action Hand-to-Hand
Range: Self
Starting when you set out on this road at 3rd level, your
Components: V, S
body is a deadly weapon, more dangerous and versatile
Duration: 1 round
than any sword or arrow. You gain the following benefits:
Record where you are when you cast this spell. Until
• Your unarmed strikes deal 1d6 bludgeoning damage.
the end of your next turn, you can use your reaction
This damage increases to 1d8 when you reach 5th level,
to teleport back to that location, or to the nearest
1d10 when you reach 11th level, and 1d12 when you
unoccupied space. If you use this reaction in response
reach 17th level.
to an attack, spell, magical effect, or any other damaging
• The first creature you hit on each of your turns with an
effect, resolve the triggering effect before teleporting.
unarmed strike takes extra damage equal to a roll of
Stone Bones your unarmed strike damage die.
2nd-level transmutation • Whenever you use Battle Edge to add a battle die to
the damage roll of an unarmed strike and you roll a 1
Casting Time: 1 bonus action or 2 on the battle die, you don’t expend the die.
Range: 30 feet
Components: V, S Starting at 6th level, your unarmed strikes are considered
Duration: 1 round magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
You magically reinforce a creature you can see within
range, granting it resistance to bludgeoning, piercing, and Thick-Skulled
slashing damage from nonmagical attacks until the end of Also at 3rd level, when you take bludgeoning, piercing,
your next turn. or slashing damage while you have half your hit points or
fewer, you can use your reaction to roll a d6 and reduce the
Swift Flight damage taken by the number rolled. The damage reduction
2nd-level transmutation
increases to 1d8 when you reach 5th level, 1d10 when you
Casting Time: 1 bonus action reach 11th level, and 1d12 when you reach 17th level.
Range: Touch
Components: V, S, M (a wing feather from any bird) Imposing Physique
Duration: 1 round Starting at 6th level, you learn to speak with your fists
instead of your words. You gain proficiency in the
Streaks of energy flow from the back of a willing creature Intimidation skill. If you already have proficiency in
you touch, tracing the shapes of wings. The target gains a Intimidation, you can gain proficiency in your choice of
flying speed of 30 feet until the end of its next turn. When Acrobatics or Athletics instead. You can use your Strength
the spell ends, the target falls if it is in the air and nothing bonus instead of your Charisma bonus for Charisma
is holding it aloft. (Intimidation) checks.
Time Hop Additionally, your capacities for carrying, lifting,
1st-level conjuration (chronomancy) pushing, and pulling are doubled.
Casting Time: 1 bonus action Desperate Endurance
Range: Self Beginning at 10th level, when you fail a saving throw
Components: V, S, M (the second hand of a clock) while you have no more than half your hit points left, you
Duration: Varies can choose to succeed instead.
You shunt yourself a few seconds into the future. Choose Once you use this feature, you can’t use it again until
a duration: 1 round, 2 rounds, or 3 rounds. You vanish, you finish a long rest.
reappearing after the duration at the start of your turn in
14
Complete Vagabond
Maneuver: Knockout Once you use this feature, you can’t do so again until
Beginning at 14th level, you learn the following maneuver: you finish a short or long rest.
You can use your action to make an unarmed strike Swordmaster
against a creature, attempting to knock it unconscious. By 14th level, your skill with a blade has no equal. Once
On a hit, you expend five battle dice and add them to the on each of your turns when you make a melee weapon
damage roll. If the target’s remaining hit points are lower attack and miss, you can repeat that attack against the
than the damage you dealt to it with that attack, it falls same target.
unconscious until it regains any hit points or finishes a
long rest. Troubadour
Rōnin A lyre, a flute, or perhaps a set of bagpipes at their side,
a troubadour sets off on the open road, playing music
You were once a knight of renown, a blademaster almost wherever they go. While troubadours often travel in
without peer. But those days are long gone. You have musical troupes, they might also ply their trade alone,
broken the only vows you have ever sworn, and worse, lived wandering between taverns and street corners in search of
to tell the tale. Disgraced and despised, people know you an audience, coin, and perhaps, fame.
only as a dangerous swordmaster—someone to be feared.
You may search for a new master, a way to redeem the Folk Musician
black mark on your honor, or simply to survive another Starting when you set out on this road at 3rd level, you
day in your endless journey. Perhaps your broken vows still gain proficiency with one instrument of your choice and
guide you, or perhaps you have abandoned all semblance in the Performance skill, and your proficiency bonus is
of honor; only your conduct, and your blade, define you. doubled for any ability check you make that uses this skill.
Additionally, you can choose for your Maneuver
Infamy save DC to be calculated using your Charisma modifier,
Starting when you set out on this road at 3rd level, your instead of Strength or Dexterity.
violent reputation precedes you. Choose the Deception or
Intimidation skill. You gain proficiency in the chosen skill. Maneuver: Inspiring Tune
Whenever you make a Charisma check using the chosen Also at 3rd level, you learn the following maneuver:
skill, you can treat the result as a 10, or your vagabond As a bonus action, you can inspire an ally. Choose
level plus your Charisma modifier, whichever is higher. a friendly creature other than yourself within 60 feet
of you that can see or hear you and give it one of your
Maneuver: Grudge unexpended battle dice. The creature can expend the
Also at 3rd level, you learn the following maneuver: battle die and add it to an attack roll, ability check, or
As a bonus action, you can expend a battle die to saving throw it makes before the start of your next turn.
mark a creature that has dealt damage to you or a friendly The creature can wait until after it rolls the d20 before
creature with a grudge. This grudge lasts for 1 minute, or deciding to use the battle die, but must decide before the
until you use this maneuver again. GM says whether the roll succeeds or fails.
At the start of each of your turns while the creature is
marked, you gain a grudge battle die, which is a d6. You Maneuver: Fast Friends
can only have one of these battle dice at a time. You can Beginning at 6th level, your learn the following maneuver:
only use your grudge battle die to either fuel maneuvers As an action, you can attempt to befriend a creature
or use Battle Edge targeting the marked creature. you can see within 30 feet that can hear or see you.
Expend one battle die, or three battle dice if you or your
Lone Wolf companions are fighting it. The creature must succeed on a
By 6th level, you’re used to being outnumbered. When Wisdom saving throw or be charmed by you for 1 minute
you roll initiative and there are more hostile creatures or until it takes damage. While it is charmed by you, it is
than friendly creatures in the initiative order, you have friendly to you and other creatures you designate.
advantage on the roll.
Additionally, other creatures don’t gain advantage on Scathing Retort
attack rolls against you as a result of the Ambusher, Blood Starting at 10th level, when a creature you can see within
Frenzy, Grappler, or Pack Tactics traits, nor do they gain 60 feet of you misses you with an attack roll or forces you
advantage as a result of the Help action. Furthermore, to make a saving throw and you succeed, you can use your
circumstances such as enemies flanking or surrounding reaction to issue a mocking insult. That creature takes
you don’t grant other creatures advantage on attack rolls psychic damage equal to 1d10 + half your vagabond level,
against you. rounded down.
Killing Stroke Marvelous Troupe
Starting at 10th level, when a creature that you can see At 14th level, you can use your Inspiring Tune maneuver
makes a melee attack against you, you can use your without expending a battle die. Additionally, a friendly
reaction to preemptively strike. Make a melee weapon creature that adds this battle die to an attack roll, ability
attack against the attacker; your attack precedes the check, or saving throw also gains temporary hit points
triggering effect. You can draw a melee weapon as a part equal to the number rolled.
of this reaction. On a hit, the target takes damage as
normal and its attack misses you, regardless of its roll.
15
Mage Hand Press
Producers
Mkscorpio89 MorphManDude Joel Grote
Star GayCowboy Patrick Rooney
dakota Kocher Jesse Smith PucThePlayful
Laura Chrismon Sean Daugherty Mike Litkewitsch
Tyler Kohlman Kevin Reynolds George Tolley
Chase Harris Liam Jones Michael Davis
Blayne Wilson BillOneEye Kura Tenshi
Kabe-kun Jesse Rosen Alexander Garcia
Austin Kavanagh NecroJester Joseph Blanc
Shaun Sullivan Jacob Otwell Ryan MacDonald
Zeke DeLeon Treix Nyte Pandric
Rude Velez lungfishwarrior Kat Woehlert
Suzuki Zee Xorn Matthew Atkins
Anvil Trivik Joe Shine
Hayley Nichols Darion Nutter Eike Schultz
Trey Steele D Miranda Marc-Antoine Côté