##### The Vagabond
| Level | Proficiency Bonus | Features | Stances Known |
|:---:|:---:|:---|:---:|:---:|
| 1st | +2 | Pirouette, Dancing Blades | —
| 2nd | +2 | Flowing Stances, Celerity (10ft) | 2
| 3rd | +2 | Vagabond's Flair | 2
| 4th | +2 | Ability Score Improvement | 2
| 5th | +3 | Extra Attack (x2) | 2
| 6th | +3 | Flair feature | 2
| 7th | +3 | Evasion | 3
| 8th | +3 | Ability Score Improvement | 3
| 9th | +4 | Keep Pace | 3
| 10th | +4 | Celerity (20ft) | 3
| 11th | +4 | Flair feature | 3
| 12th | +4 | Ability Score Improvement | 3
| 13th | +5 | Spring to Action | 4
| 14th | +5 | Unfettered | 4
| 15th | +5 | Extra Attack (x3) | 4
| 16th | +5 | Ability Score Improvement | 4
| 17th | +6 | Flair feature | 4
| 18th | +6 | Celerity (30ft) | 4
| 19th | +6 | Ability Score Improvement | 4
| 20th | +6 | Wayward Warrior | 4
### Pirouette
You employ an elusive, dance-like fighting style in combat. You can choose to enter your pirouette whenever you make an attack with a light melee weapon on your turn, which grants you the following benefits until it ends.
- Your movement does not provoke opportunity attacks.
- When you make an attack with a light melee weapon on your turn (including the attack you made to enter your pirouette), you gain 1 momentum.
- When you take the Attack action, you can expend any amount of available momentum to make 1 additional attack with a light melee weapon for each momentum expended. These attacks do not generate momentum.
You do not gain the benefits of your pirouette if you are wearing medium or heavy armor, or are wielding a shield.
The maximum amount of momentum you can have at a time is equal to half your level in this class (rounded up).
Your pirouette ends after 1 minute, or at the start of your turn if you have not gained or expended momentum since the start of the previous turn. When you pirouette ends, you lose any unexpended momentum.
### Dancing Blades
Vagabonds excel at fighting with two weapons in tandem with each other. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Additionally, you can use Dexterity, instead of Strength, for the attack and damage rolls of all light melee weapons with which you are proficient.
### Flowing Stances
At 2nd level, you can alter the flow of your pirouette to lend you a particular advantage in combat. You learn two stances of your choice from the options listed at the end of the class description. When you gain certain vagabond levels, you gain additional stances of your choice, as shown in the Stances Known column of the Vagabond table.
When you gain a level in this class, you can choose one of the stances you know and replace it with another stance that you could learn at that level.
When you enter your pirouette, you can choose one stance you know and gain its benefits until your pirouette ends, or until you use your bonus action to switch your stance.
If a stance allows you to expend momentum to make or modify an attack, that attack does not generate momentum, even if it otherwise would.
### Celerity
At 2nd level, your pirouette lends you incredible speed. Your movement speed increases by 10 feet during your pirouette. This bonus increases to 20 feet at 10th level and to 30 feet at 18th level.
Also at 10th level, while benefiting from this feature, you also the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
### Vagabond's Flair
At 3rd level, you develop your own unique style of combat, called a flair. Choose from the Dervish, the Immortal, the Mystic, the Pugilist, the Ronin, or the Thespian, each detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
#### Flair Stance
Your choice of flair grants you a unique stance at 3rd level, called a flair stance. Your flair stance does not count against the number of stances you know.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th level in this class.
\pagebreak
### Evasion
Beginning at 7th level, you can nimbly dodge out of the way of area effects. When you are subjected to an effect that allows you to make a Dexterity 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.
### Keep Pace
At 9th level, you know how to keep yourself going even when you briefly falter. If your pirouette would end early due to you not gaining or expending momentum, you instead gain 1 momentum and your pirouette doesn't end.
You can only benefit from this feature once, and regain the ability to do so when you finish a short or long rest.
### Spring to Action
At 13th level, you are quick to gather speed when a fight breaks out. When you enter your pirouette for the first time after rolling initiative, you gain momentum equal to half your momentum limit (rounded down). You cannot gain this benefit again until the next time you roll initiative.
### Unfettered
At 14th level, you are impossible to slow or stop. You are considered to always be under the effects of the *Freedom of Movement* spell; however, instead of becoming immune being paralyzed or restrained, you have advantage on saving throws made against those conditions.
\columnbreak
### Wayward Warrior
At 20th level, you have mastered all that it means to be a vagabond. At the start of your turn (no action required), you can choose to gain 10 temporary momentum; this momentum is added to any momentum you already have, even if the total would be over your momentum limit.
At the start of your next turn, any unexpended temporary momentum is lost. Once you do this, you can't do so again until you finish a short or long rest.
> #### Freedom of Movement
> *4th level abjuration*
> ___
> - **Casting Time:** 1 action
> - **Range:** Touch
> - **Components:** V, S, M (A leather strap, bound around the arm or a similar appendage)
> - **Duration:** 1 hour
> ___
> You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
>
> The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
**Spell Save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell Attack Modifier** = Your proficiency bonus + your Wisdom modifier
#### Woven Prayer Stance
Also at 3rd level, you learn this flair stance.
This stance focuses on recitation of divine prayers amidst your movements. While in this stance, you can treat any somatic and non-costly material components of your mystic spells as verbal components.
Once per turn when you would make an attack, you can expend momentum to instead cast a mystic spell with a casting time of 1 action. The amount of momentum expended is equal to 1 + the level of the spell (1 for a cantrip).
##### Mystic Spellcasting
| Vagabond Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|:---:|:---:|:----:|:----:|:----:|:----:|:----:|
| 3rd |2|3 |2|-|-|-|
| 4th |2|4 |3|-|-|-|
| 5th |2|4 |3|-|-|-|
| 6th |2|4 |3|-|-|-|
| 7th |2|5 |4|2|-|-|
| 8th |2|6 |4|2|-|-|
| 9th |2|6 |4|2|-|-|
| 10th|3|7 |4|3|-|-|
| 11th|3|8 |4|3|-|-|
| 12th|3|8 |4|3|-|-|
| 13th|3|9 |4|3|2|-|
| 14th|3|10|4|3|2|-|
| 15th|3|10|4|3|2|-|
| 16th|3|11|4|3|3|-|
| 17th|3|11|4|3|3|-|
| 18th|3|11|4|3|3|-|
| 19th|3|12|4|3|3|1|
| 20th|3|13|4|3|3|1|
#### Whirling Revelations
At 6th level, the divine magic you wield spurs your actions. If you cast a mystic spell during your pirouette, you gain 1 momentum (unless you expended momentum to cast the spell, as per your Woven Prayer Stance.)
#### Benediction
At 11th level, you can call out to the divine for aid. As a bonus action during your pirouette, you can expend momentum to regain an expended spell slot of 4th-level or lower. The momentum you must expend to regain a spell slot is equal to twice the level of the spell slot.
Once you do this, you cannot do so again until you finish a short or long rest.
#### Weapons of Sanctity
At 17th level, the very weapons you wield contain within them latent divine power, which you can activate with a touch. As a bonus action, you can cast the *Holy Weapon*, targeting two light melee weapons you are wielding. This version of the spell has the following changes.
- It does not expend a spell slot, nor does it have any components.
- It lasts for 1 minute and does not require concentration.
- Both weapons benefit from the spell's ongoing effects.
- If you dismiss the spell, you must choose which blade emits the burst of radiance. The spell's effects then ends on both weapons.
Once you use this feature, you can't use it again until you finish a long rest.
\pagebreak
### Pugilist
Pugilists are vagabonds who eschew weapons in favor of their own hands. They are ever the more quick, as they do not need to carry a blade, and their fighting style reflects this newfound mobility. They quickly weave inbetween their foe's attacks, throwing in punches of their own to wear even the most formidable opponents down. Not only are they swift; they are brutal.
\columnbreak
##### Pugilist Features
| Vagabond Level | Feature |
|:----:|:-------------|
| 3rd | Rapid Fists, Floating Butterfly Stance |
| 6th | Bone Breaker |
| 11th | Brawler's Instincts |
| 17th | Combo Strikes |
#### Rapid Fists
When you choose this flair at 3rd level, you learn how to use your fists as a weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal bludgeoning damage equal to 1d6 + your Dexterity modifier on a hit. You can treat unarmed strikes as light weapons for the purposes of features from this class.
Additionally, when you use the Attack action with an unarmed strike, you can make a single unarmed strike as a bonus action.
#### Floating Butterfly Stance
Also at 3rd level, you learn this flair stance.
This stance focuses on weaving inbetween the attacks of your opponent. While in this stance, whenever a creature misses you with an attack, you can move 5 feet without using your reaction or spending any of your movement. As per your pirouette, this movement doesn't trigger opportunity attacks.
When creature misses you with an attack, you can expend 1 momentum as a reaction to make an unarmed strike against that creature. This can be before or after you take the movement granted by this stance.
#### Bone Breaker
At 6th level, your punches carry enough speed and force to break through even the strongest defenses. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you hit a creature with an unarmed strike, you can choose to ignore temporary hit points (dealing damage directly to their hit points) and any damage reduction that isn't resistance (such as an ancestral guard's Spirit Shield feature). You can do this a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
#### Brawler's Instincts
At 11th level, you are used to reacting impossibly quickly. During your pirouette, if you've already taken your reaction, you can expend 2 momentum to take an additional reaction. You can only do this once per round.
#### Combo Strikes
At 17th level, your every strike makes the next even more powerful. When you hit a creature with an unarmed strike, the damage of the next unarmed strike you make against the same creature is increased by 1d6. These dice are cumulative (2 previous hits equals 2d6 additional damage), but are lost if you attack a different creature, miss an attack, or make an attack that isn't an unarmed strike. They are also lost at the start of your next turn.
An elusive itinerant warrior that elegantly weaves through battle. Whirl and dance through battle! Build momentum to overwhelm your foes with attacks! Develop one of six flairs and master their unique techniques!
Created by: [u/KaiTries5](https://www.reddit.com/user/KaiTries5)
**Artist Credits:**
Cover - [*Ronin, by Guweiz*](#p1)
Page 1 - [*Kingdom of Holy Sands, by Henry Lynch*](#p2)
Page 1 - [*Asura Dance, by Victor Tan*](#p2)
Page 3 - [*Samurai, by Shyguyz_*](#p4)
Page 4 - [*"Orcbane" the Elvish Wardancer, by Sebastian Horoszko*](#p4)
Page 5 - [*Samut the Tested, by Aleksi Briclot*](#p5)
Page 6 - [*Ancient Greek Spartan Warrior, by laietano*](#p7)
Page 8 - [*Tiefling Monk, by Theresa Königseder-Haller*](#p9)
Page 9 - [*Toshie, by mmummo*](#p10)
Page 10 - [*Assassin Concept, by JasonTN*](#p11)
Back - [*Caerin, by Gordon Napier*](#p15)
**Other Credits:**
Page Stains by Jared Ondricek
Shaman Icon by Game-icons.net