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Vagabond

Class

As wastrels and castaways, vagabonds have no formalized campus. Instead, they roam the land and sea, gathering stories and recruiting outsiders and miscreants to be apprentices for a time before foisting them off on some other vagabond whose path they cross. 

Vagabonds trade tales of odd nations and earn their keep with stories of grand misadventures in realms few will ever see. Many a vagabond bard starts as an outcast from a country they feel unwelcome in, or are tempest-tossed arrivals from other worlds. Many feel a responsibility to take runaways and orphans under their wing, and feel a spiteful pride in defying borders. Vagabond bards are often welcome on ships.

Vagabonds learn to channel the very essence of their ceaseless travel into brief bursts of teleportation, which they share with their allies to get them into or out of exciting trouble. The true mark of a vagabond is one who can earn enough coin from his stories to buy a diamond-encrusted gold weapon or piece of jewelry, though they never wear gold rings, because they don’t want their travel to be impeded.


Level 3Into the Unknown

When you join the College of Vagabonds at 3rd level, you gain proficiency in navigator’s tools, vehicles (water), and three languages. You can easily make forged documents like passports to satisfy port and border authorities, and you know or can find a fellow vagabond to tell you about good paths to evade patrols on borders or along shores.

Additionally, since the walking staff capped with gold is a symbol of the college, you become proficient in the quarterstaff. In your hands, a quarterstaff deals 1d8 damage, and is versatile (1d10). You can use a staff you’re holding as a spellcasting focus.


Level 3Wayfaring Stranger

Also at 3rd level, you learn to use your performances to transport people, literally. You add misty step to your spells known.

A creature which you have granted inspiration can use a bonus action and expend that inspiration to teleport 30 feet, as if they had cast misty step.

The distance they can teleport changes when you reach certain levels in this class. It increases to 50 feet at 5th level, 100 feet at 11th level, and 500 feet at 17th level. This also increases the distance traveled if you cast misty step using a spell slot.


6th LevelTravel On

At 6th level, you feel at home in any environment. You gain a climb speed and swim speed equal to your base Speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also can hold your breath ten times as long as normal.


14th LevelEver, Ever On

At 14th level, no obstacle can hinder your travel, not even gravity itself. You gain a fly speed equal to your base Speed. Additionally, you can spend an action to burrow or teleport a distance equal to your base Speed.