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aliases:

  • Vagabond
    created: 2026-03-09T12:15:33.792-04:00
    modified: 2026-03-09T12:15:33.792-04:00
    published: 2026-03-09T12:15:33.792-04:00
    tags:
  • ttrpg-cli/class/vagabond
  • ttrpg-cli/compendium/src/5e/valdaspire24extras
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Vagabond

Source: Valda’s Spire of Secrets Extras (2024)

Class and Feature Progression

LevelPBFeaturesWeapon MasteryManeuversBattle Dice
1st+2Secret, Battle Tactics, Weapon Mastery23`2d6`
2nd+2Desperate Attack, Breather24`2d6`
3rd+2Vagabond Subclass, Overexertion25`3d6`
4th+2Ability Score Improvement35`3d6`
5th+3Extra Attack35`3d8`
6th+3Subclass Feature36`3d8`
7th+3Mettle36`4d8`
8th+3Ability Score Improvement36`4d8`
9th+4Last Stand37`5d8`
10th+4Subclass Feature47`5d8`
11th+4Desperate Fury47`5d10`
12th+4Ability Score Improvement48`5d10`
13th+5Tenacity48`6d10`
14th+5Subclass Feature48`6d10`
15th+5Desperate Survival49`7d10`
16th+5Ability Score Improvement49`7d10`
17th+6Deft Maneuver49`7d12`
18th+6Wayworn410`7d12`
19th+6Epic Boon410`8d12`
20th+6Martial Recovery410`8d12`

Hit Points

  • Hit Dice: 1d10 per Vagabond level
  • Hit Points at First Level: 10 + CON
  • Hit Points at Higher Levels: add 6 OR 1d10 + CON (minimum of 1)

Starting Vagabond

Starting Equipment: Choose A, B, or C: (A) Chain Mail, Greatsword, 4 Handaxes, Explorer’s Pack, and 15 GP; (B) Studded Leather Armor, 2 Scimitars, Longbow, 20 Arrows, Quiver, Explorer’s Pack, and 13 GP; or (C) 170 GP

Multiclassing Vagabond

Vagabond

A Vagabond’s only home is the open road. Their endless journey would leave others dead on the roadside, but they endure through a desperate will to survive and a mastery of fierce combat maneuvers.

Endless Wanderers

Vagabonds drift 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.

Desperate Maneuvers

Their long journeys instill a feeling of desperation in Vagabonds. They’re desperate to continue, to reach their destinations. But most of all, they’re desperate to survive. When a Vagabond is backed into a corner, they fight like a crazed animal, slashing wildly, biting and scratching if necessary.

But they also learn more practical tools for survival. Vagabonds pick up maneuvers from traveling companions and warriors they encounter on their globe-spanning travels. Those who survive on the open road long enough accrue a deadly arsenal of combat techniques.

Class Features

Secret (Level 1)

For a reason that you keep utterly secret, you have committed to a life of endless travel. Choose this secret from the following options.

Options (choose 1):

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 Vagabond Features table.

Maneuvers. You can expend Battle Dice to perform maneuvers. You learn three maneuvers of your choice for which you meet the prerequisites. Battle Edge, Dig Deep, and Rampage are recommended. Maneuvers are described in the “Maneuver Options” section later on in the class’s description. You gain additional maneuvers as you gain levels in this class, as shown in the Maneuvers column of the Vagabond Features table. If another Vagabond feature gives you a maneuver, that maneuver doesn’t count against your number of maneuvers known. Whenever you gain a Vagabond level, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Vagabond levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Vagabond Features table.

Desperate Attack (Level 2)

You have Advantage on attack rolls while you are Bloodied.

Breather (Level 2)

As an action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).

Vagabond Subclass (Level 3)

You gain a Vagabond subclass of your choice. A subclass is a specialization that grants you features at certain Vagabond levels. For the rest of your career, you gain each of your subclass’s features that are of your Vagabond level or lower.

Overexertion (Level 3)

If you have no Battle Dice remaining, you can regain one Battle Die to immediately expend it and use a maneuver or Vagabond feature. When you do so, you take Necrotic damage equal to one roll of the Battle Die. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Subclass Feature (Level 6)

You gain a feature from your Vagabond Subclass.

Mettle (Level 7)

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.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Last Stand (Level 9)

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to twice your Vagabond level.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Subclass Feature (Level 10)

You gain a feature from your Vagabond Subclass.

Desperate Fury (Level 11)

While you are Bloodied, your attacks with weapons and Unarmed Strikes deal an extra 1d8 damage on a hit. The damage is the same type dealt by the weapon or Unarmed Strike.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Tenacity (Level 13)

If you fail a saving throw to avoid or end a condition on yourself, you can expend one Battle Die to reroll the save and add the Battle Die to the roll. You must use the new roll.

Subclass Feature (Level 14)

You gain a feature from your Vagabond Subclass.

Desperate Survival (Level 15)

While you are Bloodied, Critical Hits against you instead miss unless you have the Incapacitated condition.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Deft Maneuver (Level 17)

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.

Wayworn (Level 18)

You are always considered Bloodied for the purpose of your Vagabond features.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Martial Recovery (Level 20)

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 Short or Long Rest.

Optional Features