Level |
Proficiency Bonus |
Features |
Cantrips |
Spells Known |
Spell Slots |
Spell Level |
Tricks |
1st |
+2 |
Spellcasting, Fighting Style |
2 |
2 |
1 |
1 |
0 |
2nd |
+2 |
Expertise |
2 |
2 |
2 |
1 |
1 |
3rd |
+2 |
Subclass |
2 |
3 |
2 |
2 |
1 |
4th |
+2 |
Ability Score Improvement |
3 |
3 |
2 |
2 |
1 |
5th |
+3 |
Extra Attack |
3 |
4 |
3 |
2 |
2 |
6th |
+3 |
Subclass Feature, Subclass Feature Improvement |
3 |
4 |
3 |
3 |
2 |
7th |
+3 |
- |
3 |
5 |
3 |
3 |
3 |
8th |
+3 |
Ability Score Improvement |
3 |
5 |
4 |
3 |
3 |
9th |
+4 |
Subclass Feature Improvement |
3 |
6 |
4 |
4 |
3 |
10th |
+4 |
Subclass Feature |
4 |
6 |
4 |
4 |
3 |
11th |
+4 |
- |
4 |
7 |
5 |
4 |
4 |
12th |
+4 |
Ability Score Improvement |
4 |
7 |
5 |
4 |
4 |
13th |
+5 |
Subclass Feature Improvement |
4 |
8 |
6 |
5 |
4 |
14th |
+5 |
Subclass Feature |
4 |
8 |
6 |
5 |
4 |
15th |
+5 |
- |
4 |
9 |
7 |
5 |
5 |
16th |
+5 |
Ability Score Improvement |
4 |
9 |
7 |
5 |
5 |
17th |
+6 |
Subclass Feature Improvement |
4 |
10 |
8 |
5 |
5 |
18th |
+6 |
High Level Feat |
4 |
10 |
8 |
6 |
5 |
19th |
+6 |
Ability Score Improvement |
4 |
11 |
9 |
6 |
5 |
20th |
+6 |
High Level Feat |
4 |
11 |
9 |
6 |
5 |
hit dice:
1d8
hit points at 1st level:
8+ your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
simple weapons, longswords, battleaxes, whips, rapiers, shortswords, hand crossbows
tools:
Choose one Instrument, Thieves Tools
saving throws:
Charisma, Dexterity
skills:
Choose two from Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Survival
starting equipment:
You start with the following items, plus anything provided by your Background.
• (a) a Rapier, (b) a Longsword, (c) a battleaxe (d) a whip or (e) any simple weapon
• (a) a Hand Crossbow or (b) 25 Throwing Daggers or (c) 25 Throwing Darts
• (a) a Explorer's Pack or (b) an Entertainer's Pack
• (a) a lute or (b) any other musical instrument
• Leather Armor, and a Dagger
spellcasting:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips
You know two Cantrips of your choice from the Vagabond spell list. You learn additional Vagabond Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vagabond table.
Spell Slots
The Vagabond table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot. You regain all expended Spell Slots when you finish a Long Rest.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the Vagabond spell list.
The Spells Known column of the Vagabond table shows when you learn more Vagabond Spells of your choice. Each of these Spells must be of a level equal or below your maximal spell level. Additionally, when you gain a level in this class, you can choose one of the bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level equal or below your maximal spell level.
Spellcasting Ability
Charisma is your Spellcasting ability for your Vagabond Spells. 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 Vagabond spell you cast and when making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
class features:
Fighting Styles
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. the weapon must have the two-handed or versatile property.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Knive Juggler
You can draw a dagger or dart that has the thrown property as part of the attack you make with this weapon. When you hit with a throwing dart or dagger you can add a +2 bonus to the damage roll. In addition you make your attack-rolls with throwing darts or daggers without disadvantage while making use of its maximal range.
Nimble Fighter
Attacks of Opportunity against you have disadvantage.
Dompteur
When you attack with a whip you are wiedling, you can attempt to grapple your target as part of your attack action. If your grapple is succesfull you can choose to use your reaction to perform a "reverse" shove action (pull instead of push) as long as your grapple on the target is sustained. For the athletics check of the grapple and the "reverse" shove action, you use your DEX modifier instead of your STR modifier. You cant attack again if your grapple was succesful.
Expertise
At 2nd Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
Tricks of the Road
While travelling all kinds of exotic and faraway places, you picked up a lot of different Tricks on the way. Beginning at 2nd level you can choose one of the Tricks from the list below. You can choose additional Tricks at 5th, 7th, 11th, and 15th level. Some of the Tricks may have a level, Subclass or fighting-style prequisite.
Akrobat
You gain proficiency in the acrobatics skill. If you are already proficient in this skill you gain expertise. Additionally you gain advantage on all your DEX-saving throws against spells or traps or other dangers you can see.
Snakelike
You can move through the space of any creature of any size. Additionally you can squeeze into or through spaces that would normally fit only small creatures.
Friend of Beasts
You gain proficiency in the animal handling skill. If you are already proficient in this skill you gain expertise. Additionally you can communicate simple ideas to animals an can understand them. You can discern for example if they are hungry, aggressive, hurt, scared, curious etc. Furthermore you gain advantage on persuasion and intimidation checks against beasts that are hostile towards you.
Blindsight
You gain blindsight with a range of 20 feet.
Sharp Eye (prequisite: Knife Juggler Fighting-Style, 5th level)
The maximal Range of your throwing daggers is increased to 90 feet. You can still make your attack-rolls at maximal range without disadvantage. Additionally all the perks of your Knife Juggler fighting-style also transfer to improvised weapons you could throw.
Knife Cone (prequisite: Knife Juggler Fighting-Style, 7th level)
You can now use your action to throw 4 of your throwing daggers in a 20 ft. long, 15 ft. wide cone. You can target a maximum of 3 creatures with this action. You make one attack roll for this action. Each creature whose AC is surpassed by your attack roll takes 3D6+DEX mod. slashing damage.
Feint (prequisite: 5th level)
You can now use your bonus action to confuse your target. Make a contested performance check against the enemies insight. If you win this contested roll you may make your next attack of your current turn with advantage or take the disengage action.
Nimble Fingers
You gain proficiency in the sleight of hand skill. If you are already proficient in this skill you gain expertise. Additionally if you use this skill to conceal a small weapon or object on your person, everyone who tries to spot the concealed item has to make its perception or investigation roll with disadvantage.
Whip Master (prequisite: Dompteur Fighting-Style, 5th level)
You can now use your reaction to try to disarm a creature you grappled with your whip. Make a contested Athletics check (using your DEX as your ability modifier) to discern if it is succesful. Additionally you gain an attack of opportunity if a creature enters your whips range (10ft.).
Blending in
You gain proficiency with the disguise kit. You have advantage for all INT checks made with this tool.
Rope Dancer
You gain a climb-speed equally to your walking speed. You dont take fall damage if you fall from a height of a maximum of 30 ft. If you fall from a greater height your fall damage is halved.
Enthralling Tune (prequisite: 7th level)
You use your action to play an enthralling tune on your instrument of choice. Every creature that can hear this tune in a radius of 60 feet has to make a WIS- saving throw against your spell save DC. If the creature fails its saving throw, you gain advantage on sleight of hand checks against them for the next 10 minutes. In combat, if the creature fails its save, all attacks against it are made with advantage as if the creature was flanked. The creature repeats the saving throw at the start of each of its following turns, until it suceeds the save. When the creature passed its save, it cant be effected by this ability for the next 24 hours.
Loyal Familiar
With 1 hour of work and the expenditure of 10 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful familiar.
You gain the service of a familiar. You can choose one of the following forms: bat, cat, toad, hawk, lizard, owl, poisonous snake, rat, raven, spider, weasel or monkey. the familiar has the statistics of the chosen beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it takes the slot after yours in the initiative ladder and acts on its own turn. A familiar can attack and can take other actions as normal. When the familiar drops to 0 hit points, it falls unconcious but doesn´t have to roll death saving throws. If the familiar gets attacked again, after it falls unconcious, it dies. If it takes damage as high as double of its maximal hit points in one turn, the familiar dies also and a new one has to be tamed considering the same rules you tamed it in the first place. You may choose to tame a different beast each time your dies.
You can communicate with your familiar on a simple level. For example you can ask him yes or no questions and it will respond to the best of its abilities. Your familiar has abilities and game statistics determined in part by your level.
Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a familiar also adds its proficiency bonus to its AC. Your familiar gains proficiency in two skills of your choice including thieves tools. It also becomes proficient with all saving throws. For each level you gain after 2nd, your familiar gains additional hitpoints equal to half your proficiency modifier at that specific level rounded up. Whenever you gain the Ability Score Improvement class feature, your familiar’s abilities also improve. Your familiar can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your familiar can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
subclass options:
Puppeteer
Tools of the Trade
You gain proficiency with tinkers tools and two additional tools from the following list. Your choice will determine the materials your Puppets from the "All Strings attached" feature are made of: Carpenter’s tools, Leatherworker’s tools, Painter’s supplies, Potter’s tools, Smith’s tools, Weaver’s tools, Woodcarver’s tools
All Strings attached
By picking this Subclass you gain the Ability to take Control over tiny Puppets you crafted and imbued with the magical energy that lives within you. You decide how your Puppets look like and which materials they are made from. Your Puppets are connected with you through invisible Threads and obey all your commands. At 3rd Level you start with two Puppets at your disposal. Each of your Puppets has its own individual Statblock. You choose out of the three different Statblocks listed below. These Types get stronger as you gain Levels in this class. Additionaly you gain Control over one additional Puppet at 9th and another at 17th Level for a total of 4. You can choose their Types as you gain control over them. You may choose to change an individual Puppets type by investing time and money to do so. Each time you reconfigure your Puppets Body it takes 100gp worth of materials and 8 hours working time for each Puppet. You will have to use the tools you chose when you picked this subclass.
With your Bonus Action you can issue commands and tasks for your Puppets to complete. Your Puppets turn takes place directly after yours in the Initiative Ladder. They have movement, an action and share your reaction as if they act on your behalf. If you dont issue any commands the Puppets will just defend themselves and take the Dodge Action on their turn.
If your Puppets are more than 150ft. away from you or if you fall unconcious your Puppets fall to the ground and loose all their capabilities as their mind is connected to yours. They can no longer take actions, reactions or move as long as you remain unconcious or the range between you and your Puppets is over 150ft.