Vagabond
A Shaman that has connected with a cunning Rogue. The ancestor lends their skills and talent in the ways of the Rogue. Those that connect with a Vagabond ancestor tend to be streetsmart, cunning, and opportunists. A Vagabond Shaman’s magic is intertwined with guile and cunning.
| Level | Prepared Spells |
|---|---|
| 3 | Expeditious Retreat, Pass Without Trace |
| 5 | Nondetection |
| 7 | Freedom of Movement |
| 9 | Mislead |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Rogue Training
Your ancestor trains you in the ways of the Rogue. You gain proficiency with two of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth. You also gain proficiency with Light armor and Thief’s Tools.
Cunning Spells
When you cast a leveled spell you gain insight in the ways of your ancestor. You can choose one of the following actions and take that action as part of casting the spell: Dash, Disengage, or Hide.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with DEX or INT saving throws.
Additional Rogue Training
You are taught additional arts of the Rogue. You can use the mastery properties of a simple weapon, hand crossbow, longsword, rapier, or shortsword.
Once per turn, you can deal an extra 1D6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a Finesse or a Ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 ft of it, that enemy isn't ncapacitated, and you don't have disadvantage on the attack roll.
Guided Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you as your ancestor guides your movements.
Guided Evasion
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell as you are guided by your ancestor. When you are subjected to an effect that allows you to make a DEX 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.
Vagabond Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Vagabond Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a black hooded figure that seems to flicker in and out of focus. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
Vagabond Stand
Medium Undead
Armor Class: 18 (Studded Leather Armor)
Hit Points: 110
Speed: 30 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 16
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Vagabond Stand takes half damage from a failed DEX saving throw and none on a successful one.
Actions
Poisoned Dagger: Vagabond Stand has 16 Poisoned daggers on their person. They have a plus 11 to hit dealing 1D4 + 5 magical Piercing damage forcing the target to make a DC 18 CON saving throw and on a failed save they take 3D6 Poison damage or half as much on a successful save. The daggers have a throwing range of 20/60 ft.
Poisoned Crossbow: Vagabond has unlimited magical ammunition and is proficient to a degree that the Light crossbow does not have the loading property. It has a range of 80/320 ft with plus 11 to hit dealing 1D8 magical Piercing damage forcing the target to make a DC 18 CON saving throw and on a failed save they take 3D6 Poison damage or half as much on a successful save.
Sneak Attack: Once per turn, Vagabond Stand can deal an extra 10D6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a Finesse or a Ranged weapon.
It doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft of it, that enemy isn't incapacitated, and it doesn’t have disadvantage on the attack roll.
Cunning Action: Vagabond Stand can take the Dash, Disengage, or Hide action as a bonus action.
Uncanny Dodge: Vagabond Stand can use a reaction to halve the amount of damage it takes from a source it can see.